UEAgent
UEAgent is an MCP server built into the Unreal Engine 5.7/5.8 editor that lets AI agents search, inspect, author, and verify editor content through 1,500+ tools.
Discover and run tools:
find_tools,describe_tool,call_tool, andenable_toolsetto search domains/packs, inspect schemas, and run any of the 1,547 tools.Find assets:
find_assets_by_namesearches asset names across all mounted content roots with substring or wildcard matching.Author Blueprints and graphs:
add_graph_node(events, functions, variables, structs, macros, casts, etc.),connect_pins,set_pin_default_value, andget_graph_nodesto read topology and pins.Compile and verify:
compile_blueprintreturns real error/warning counts with node-anchored messages.Inspect objects:
get_object_infogives identity, class hierarchy, interfaces, all reflected properties, and components.Edit properties:
set_propertieswrites actor/asset/component properties undoably, with struct/color support and optional clamping and save.Persist changes:
save_assetwrites one package and verifies withstill_dirty_after_saveandfile_on_disk;undosteps back transactions.Run arbitrary Python:
execute_pythonhandles anything no dedicated tool covers, with PIE-aware guards and engine log capture.Work across the engine: Blueprints, materials, animation (AnimBP, montages, IK, Pose Search), Niagara, PCG, MetaSounds, Control Rig, landscapes, World Partition, UMG/MVVM, GAS, AI, Sequencer, and more (per README).
Stay safe: preconditions refuse crash-prone calls, readback verifies effects, each call is one undo step, and Read Only Content Roots protect vendored content.
Embeds an MCP server directly inside the Unreal Engine 5.8 editor, exposing 2,000+ tools that let agents build and modify a project in place: Blueprints and their graphs, materials and material instances, animation (AnimBP, montages, IK, Pose Search), Niagara, landscapes and foliage, World Partition, PCG, Sequencer shots, UMG/CommonUI/MVVM, GAS, AI (Behavior Trees, StateTree, EQS, Smart Objects), audio and MetaSounds, USD/Interchange, plus Play-in-Editor control and inspection. Every call runs as a single named undo step and is verified by preconditions (refusing calls known to crash or freeze the editor) and post-call readback, with an Activity panel listing each call's duration and outcome.
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: trueproves 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" --> AHow 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.mdIt 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:
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.Open the project. The status bar shows MCP · 55561 with a green dot once the server is up (if it does not, see Troubleshooting).
Connect an agent. From that status-bar menu, Connect Claude Code to this project writes the
unrealentry 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/mcpAny MCP client that speaks Streamable HTTP can connect to the same URL: see Clients.
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." |
|
"Find every Blueprint under /Game that does not compile and tell me why." |
|
"Make a red variant of M_Base and put it on the crates in this level." |
|
"Play the level, read the player's health, take a screenshot, stop." |
|
"Cut a shot: camera cut, a fade in, and the intro sound at frame 0." |
|
"Which of my assets still reference the vendor pack, and which classes inherit from it?" |
|
More in Examples.
Clients
Client | Notes |
Claude Code | One-click connection from the editor's status bar. It loads tools on demand, so |
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:
the official MCP Registry, as
io.github.CarlxsMG/UEAgent, which other directories and clients read from;Glama, the MCP server directory;
awesome-mcp-servers, under Gaming;
awesome-unreal, under Editor.
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 | |
| Which core tool, pack or domain covers a task, and the order a task calls them in: find, read, change, check, compile, save |
| 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 |
| A Blueprint actor from a description: components, graph, a clean compile, and an instance in the level |
| What is broken and what can go, most serious first |
| Outdoor lighting (sun, sky, sky light, fog) and a screenshot |
| Reports a bug or asks for a tool as a GitHub issue, with the versions, the call and the log |
| 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.
Connecting Claude Code, Cursor, VS Code, Windsurf, Claude Desktop, Gemini CLI and Codex | |
Prompts that work well, and the tools they use | |
The Claude Code plugin: a skill builder and three skills made with it | |
Every tool, by domain | |
What a call returns, and how to read a refusal or a readback verdict | |
Versions, safety, cost | |
When a client cannot connect or a call is refused | |
How a call travels through the editor, and the contract around it | |
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 |
|
Auth token | empty | when set, every request needs |
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. |
Project Content Root |
| default scope of |
Fork Origin Tag |
| metadata tag |
Console commands
Command | |
| server status; restart (also reloads the tool catalog) |
| inspect / write the |
| the same for the other clients' files |
| UEAgent's skills in the project (see Skills) |
| run the contract vectors (see |
| 0 = only report saves under a read-only root instead of refusing them |
| 0 = leave the undo buffer to each tool instead of one undo step per call |
| print the last N tool calls (default 20) to the log, as the Activity panel lists them |
| 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
Hostis not the loopback (DNS rebinding) or whoseOriginis a web page.Without an Auth token, any process on the machine can call it. Set one on a shared machine; the
.mcp.jsonentry 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
.inifiles 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 toolsadd_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).
| Name | Required | Description | Default |
|---|---|---|---|
| cases | No | Optional string array of case pins for switch_int/switch_string/switch_name | |
| force | No | 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. | |
| scope | No | Optional 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. | |
| compile | No | Optional bool, default false: compile the Blueprint after placing the node. Ignored inside build_blueprint_graph, which never compiles its steps. | |
| arguments | No | Optional string array of argument names for format_text | |
| enum_path | No | 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. | |
| node_name | No | Control Rig only: the name to give the node (a taken name gets a suffix; the reply's node_id is the real one). | |
| node_type | Yes | 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 | |
| asset_path | No | 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. | |
| dispatcher | No | Event-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_name | No | Event name; required for event and custom_event node types (e.g. "ReceiveActorBeginOverlap", "ReceiveBeginPlay" for event) | |
| graph_name | No | Target graph name; defaults to the Blueprint's event graph when omitted | |
| index_type | No | Optional alias of enum_path for node_type=select. | |
| num_inputs | No | Optional input-pin count for make_array/make_set/make_map (added after spawn) | |
| position_x | No | Node X position on the graph canvas (ignored when node_position is set) | |
| position_y | No | Node Y position on the graph canvas (ignored when node_position is set) | |
| struct_type | No | 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...) | |
| macro_source | No | Set 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_count | No | Optional, select only: total number of option pins to end up with (default the built-in 2; ignored when an enum drives the index). | |
| target_class | No | 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. | |
| function_name | No | Function to call; required for call_function node type | |
| macro_library | No | 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. | |
| major_version | No | MetaSound only: the node class's major version (default 1), as list_metasound_node_types gives it. | |
| node_position | No | Node canvas position as [x, y]; takes precedence over position_x/position_y | |
| subgraph_path | No | PCG only, with node_type=PCGSubgraphSettings: the PCG graph to embed. | |
| variable_name | No | Variable to get/set; required for variable_get and variable_set | |
| blueprint_name | No | Older name of asset_path, still accepted. | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. | |
| sound_wave_path | No | Sound cue, WavePlayer only: the sound wave it plays. | |
| function_library | No | 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. | |
| macro_graph_name | No | 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. |
TDQS
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.
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.
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.
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.
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.
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_toolADestructive
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.
| Name | Required | Description | Default |
|---|---|---|---|
| name | Yes | The tool to run, as find_tools returns it. | |
| arguments | No | The tool's own parameters, as describe_tool lists them. |
TDQS
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.
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.
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.
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.
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.
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_blueprintADestructive
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.
| Name | Required | Description | Default |
|---|---|---|---|
| force | No | 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. | |
| blueprint_name | No | The Blueprint's short name or its full asset path (e.g. /Game/MyGame/Core/BP_MyActor). | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. | |
| return_messages | No | Optional, default false: also return every compiler message, each tied to its node. The outcome fields come back either way. |
TDQS
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.
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.
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.
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.
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.
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_pinsADestructive
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.
| Name | Required | Description | Default |
|---|---|---|---|
| force | No | 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. | |
| asset_path | No | 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. | |
| graph_name | No | 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. | |
| source_pin | Yes | 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. | |
| target_pin | Yes | Input pin name on the target node (e.g. "execute", "Condition"; a material input name without spaces; a sound cue slot index). | |
| blueprint_name | No | Older name of asset_path, still accepted. | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. | |
| source_node_id | Yes | node_id of the source node, or @input (from add_graph_node / get_graph_nodes). | |
| target_node_id | Yes | node_id of the target node, or @output. |
TDQS
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.
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.
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.
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.
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.
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_toolARead-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? }
| Name | Required | Description | Default |
|---|---|---|---|
| name | Yes | The tool's exact name, as find_tools returns it. |
TDQS
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.
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.
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.
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.
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.
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_toolsetARead-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 }
| Name | Required | Description | Default |
|---|---|---|---|
| packs | No | The packs to add, e.g. ["actors"] or ["play", "levels"]. | |
| domains | No | The whole domains to add, as find_tools lists them, e.g. ["Material"]. |
TDQS
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.
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.
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.
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.
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.
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_pythonADestructive
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? }
| Name | Required | Description | Default |
|---|---|---|---|
| code | No | Alias of `command` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `command`. | |
| mode | No | Execution mode: ExecuteFile, ExecuteStatement, or EvaluateStatement (default ExecuteFile). Any other value runs as ExecuteFile; execution_mode in the reply says which ran. | |
| script | No | Alias of `command` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `command`. | |
| command | No | Python code to run (single or multi-line). | |
| capture_output | No | 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. | |
| engine_log_max | No | Max lines in `engine_log` (default 50, 0 disables, hard cap 4096). | |
| engine_log_level | No | Minimum severity of ENGINE log to return in `engine_log`: Error, Warning (default), Display, Log/All. |
TDQS
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.
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.
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.
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.
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.
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_nameARead-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 }
| Name | Required | Description | Default |
|---|---|---|---|
| pattern | No | Alias of `search_pattern` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `search_pattern`. | |
| max_results | No | Cap 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_scan | No | When 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_sensitive | No | When true, match is case-sensitive; defaults to false | |
| search_pattern | No | Matched 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
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.
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.
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.
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.
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.
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_toolsARead-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.
| Name | Required | Description | Default |
|---|---|---|---|
| limit | No | How many tools to return (default 25, at most 300). | |
| query | No | Words from the tool's name or purpose, e.g. "spawn actor" or "material parameter". A plural also finds the singular. | |
| domain | No | Only this domain's tools; without a query, lists them all. |
TDQS
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.
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.
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.
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.
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.
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_nodesARead-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.
| Name | Required | Description | Default |
|---|---|---|---|
| compact | No | Token-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_id | No | 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. | |
| max_nodes | No | Cap 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_path | No | 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. | |
| graph_name | No | 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. | |
| blueprint_name | No | Older name of asset_path, still accepted. | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. | |
| exclude_classes | No | Array 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_composites | No | When 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
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.
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.
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.
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.
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.
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_infoARead-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.
| Name | Required | Description | Default |
|---|---|---|---|
| world | No | Optional 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_path | Yes | 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). | |
| include_properties | No | Optional bool (default true). false skips the properties and the components list, leaving identity and class only. | |
| include_property_metadata | No | 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. |
TDQS
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.
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.
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.
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.
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.
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_assetADestructive
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 }
| Name | Required | Description | Default |
|---|---|---|---|
| path | No | Full asset path to save, e.g. /Game/MyGame/Core/BP_MyActor (an .Object suffix is tolerated). Must already exist or the call errors. | |
| force | No | 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. | |
| asset_path | No | Alias of `path` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `path`. | |
| readonly_roots | No | Optional 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_readonly | No | Optional 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
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.
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.
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.
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.
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.
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_valueADestructiveIdempotent
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.
| Name | Required | Description | Default |
|---|---|---|---|
| force | No | 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. | |
| value | No | 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. | |
| node_id | Yes | node_id of the node owning the pin (from add_graph_node / get_graph_nodes), or @input on a MetaSound | |
| pin_name | Yes | Pin name; in a Blueprint an INPUT pin of that name is preferred, any pin with the name is the fallback | |
| asset_path | No | The graph asset: a Blueprint by name or path, or the path of a MetaSound Source or Control Rig. | |
| graph_name | No | Blueprint only: the graph, default the event graph. The other assets have one graph: leave it out. | |
| value_json | No | 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'. | |
| blueprint_name | No | Older name of asset_path, still accepted. | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. |
TDQS
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.
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.
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.
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.
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.
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_propertiesADestructiveIdempotent
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 }
| Name | Required | Description | Default |
|---|---|---|---|
| save | No | Save the asset's package after the writes (default false); refused, before anything is written, for an object in a level | |
| clamp | No | Clamp each number written to the ClampMin/ClampMax of its property, struct fields and array elements included (default false) | |
| force | No | 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. | |
| value | No | 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)" | |
| properties | No | 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. | |
| object_path | Yes | 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. | |
| property_name | No | Optional single property to write (must be CPF_Edit and not EditConst, or it lands in failed[] with the reason). Needs value. |
TDQS
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.
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.
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.
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.
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.
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.
undoADestructive
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 }
| Name | Required | Description | Default |
|---|---|---|---|
| count | No | 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. |
TDQS
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.
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.
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.
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.
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.
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 tool update
v2.8.2- Changed
compile_blueprint2 fields changed- changed
Input schema / properties / blueprint_name / descriptionPrevious 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)." - changed
Input schema / properties / return_messages / descriptionPrevious 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."
26 tool updates
v2.7.0- Removed
add_blueprint_variable - Removed
capture_viewport - Removed
create_blueprint - Removed
delete_actor - Removed
delete_asset - Removed
disconnect_pin - Removed
duplicate_asset - Changed
enable_toolset3 fields changed- changed
Input schema / properties / domains / descriptionPrevious 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\"]." - added
Input schema / properties / packsAdded 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" +} - removed
Input schema / requiredRemoved value: -[ - "domains" -]
- Removed
execute_batch - Removed
execute_console_command - Changed
execute_python2 fields changed- changed
Input schema / properties / capture_output / descriptionPrevious 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." - changed
Input schema / properties / mode / descriptionPrevious 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."
- Removed
find_actors_by_name - Removed
get_actors_by_class - Removed
get_asset_referencers - Removed
get_blueprint_info - Removed
get_current_level - Removed
get_data_table_row - Removed
get_properties - Removed
is_play_in_editor_active - Removed
list_dirty_packages - Removed
load_level - Removed
remove_graph_node - Removed
set_data_table_row_fields - Removed
spawn_actor - Removed
start_play_in_editor - Removed
stop_play_in_editor
1601 tool updates
v2.5.0- Removed
activate_ability - Removed
activate_external_subsystem - Removed
activate_game_feature_plugin - Removed
add_ai_perception_sense - Removed
add_ai_stimuli_source - Removed
add_anim_composite_segment - Removed
add_anim_conduit - Removed
add_anim_curve_name - Removed
add_anim_float_curve - Removed
add_anim_graph_node - Removed
add_anim_notify - Removed
add_anim_notify_name - Removed
add_anim_notify_state - Removed
add_anim_slot_group - Removed
add_anim_state - Removed
add_anim_state_machine - Removed
add_anim_sync_marker - Removed
add_anim_transform_curve - Removed
add_anim_transition - Removed
add_animation_asset_to_pose_search_database - Removed
add_asset_to_collection - Removed
add_attach_track - Removed
add_attribute_to_set - Removed
add_audio_section - Removed
add_behavior_tree_child - Removed
add_behavior_tree_decorator - Removed
add_behavior_tree_service - Removed
add_blackboard_key - Removed
add_blend_space_sample - Removed
add_blueprint_function - Removed
add_blueprint_timeline_track - Removed
add_bone - Removed
add_broadcast_node - Removed
add_bus_to_mix - Removed
add_camera_component - Removed
add_camera_cut - Removed
add_camera_cut_track - Removed
add_camera_node_child - Removed
add_chooser_column - Removed
add_chooser_row - Removed
add_collection_parameter - Removed
add_collision_channel - Removed
add_collision_profile - Removed
add_comment_node - Removed
add_component_bound_event - Removed
add_component_material_track - Removed
add_component_to_actor - Removed
add_component_to_blueprint - Removed
add_consideration - Removed
add_curve_key - Removed
add_curve_table_key - Removed
add_curve_table_row - Removed
add_data_registry_source - Removed
add_enhanced_input_action_node - Removed
add_enum_entry - Removed
add_eqs_generator - Removed
add_eqs_option - Removed
add_eqs_test - Removed
add_evaluator - Removed
add_event_dispatcher - Removed
add_event_track_section - Removed
add_event_track_to_sequence - Removed
add_fade_track_to_sequence - Removed
add_field_node - Removed
add_foliage_instances - Removed
add_foot_ik_node - Removed
add_function_local_variable - Removed
add_function_parameter - Removed
add_gameplay_camera_component - Removed
add_gameplay_effect_component - Removed
add_gameplay_effect_modifier - Removed
add_gameplay_tag_redirect - Removed
add_gameplay_tag_to_table - Removed
add_geometry_collection_source - Changed
add_graph_node7 fields changed- added
Input schema / properties / asset_pathAdded 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" +} - changed
Input schema / properties / blueprint_name / descriptionPrevious 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." - added
Input schema / properties / major_versionAdded value: +{ + "description": "MetaSound only: the node class's major version (default 1), as list_metasound_node_types gives it.", + "type": "number" +} - added
Input schema / properties / node_nameAdded 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" +} - changed
Input schema / properties / node_type / descriptionPrevious 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" - added
Input schema / properties / sound_wave_pathAdded value: +{ + "description": "Sound cue, WavePlayer only: the sound wave it plays.", + "type": "string" +} - added
Input schema / properties / subgraph_pathAdded value: +{ + "description": "PCG only, with node_type=PCGSubgraphSettings: the PCG graph to embed.", + "type": "string" +}
- Removed
add_height_mask_node - Removed
add_ik_goal - Removed
add_ik_retarget_chain - Removed
add_ik_solver - Removed
add_impulse_to_actor - Removed
add_input_action_event_node - Removed
add_input_modifier - Removed
add_input_trigger - Removed
add_instanced_static_mesh_component - Removed
add_instanced_static_mesh_instance - Removed
add_keyframe_to_property_track - Removed
add_landscape_layer - Removed
add_landscape_layer_blend_node - Removed
add_landscape_spline_control_point - Removed
add_landscape_spline_segment - Removed
add_level_visibility_track - Removed
add_list_view - Removed
add_mapping_to_context - Removed
add_marked_frame - Removed
add_mass_tag_to_entity - Removed
add_mass_trait - Removed
add_material_attribute_layers_node - Removed
add_material_function_call - Removed
add_material_function_input - Removed
add_material_function_output - Removed
add_material_parameter_collection_track - Removed
add_mesh_primitive - Removed
add_mesh_to_dynamic_mesh - Removed
add_message_log_entry - Removed
add_metasound_graph_input - Removed
add_metasound_graph_output - Removed
add_metasound_interface - Removed
add_metasound_node - Removed
add_modulation_input_to_patch - Removed
add_montage_notify - Removed
add_montage_section - Removed
add_montage_segment - Removed
add_montage_slot - Removed
add_motion_warping_component - Removed
add_motion_warping_target - Removed
add_niagara_data_interface - Removed
add_niagara_emitter_from_template - Removed
add_niagara_event_handler - Removed
add_niagara_module_to_stack - Removed
add_niagara_renderer - Removed
add_niagara_simulation_stage - Removed
add_notify_track - Removed
add_object_bound_event - Removed
add_parent_call_node - Removed
add_pcg_component - Removed
add_pcg_graph_parameter - Removed
add_pcg_node - Removed
add_pcg_subgraph_node - Removed
add_physics_asset_body - Removed
add_physics_asset_constraint - Removed
add_pose_search_channel_to_schema - Removed
add_pose_to_pose_asset - Removed
add_primary_asset_rule - Removed
add_property_track - Removed
add_reroute_node - Removed
add_retargeter_op - Removed
add_rig_element - Removed
add_rigvm_link - Removed
add_rigvm_node - Removed
add_sequence_folder - Removed
add_shot_section - Removed
add_shot_track - Removed
add_skeletal_animation_track - Removed
add_skeletal_mesh_lod - Removed
add_skeletal_mesh_socket - Removed
add_skeleton_socket - Removed
add_slomo_track - Removed
add_slope_mask_node - Removed
add_smart_object_definition_default_behavior - Removed
add_smart_object_slot - Removed
add_smart_object_slot_behavior_definition - Removed
add_smart_object_slot_entrance_annotation - Removed
add_sound_cue_node - Removed
add_soundfield_effect_to_submix - Removed
add_spawnable_to_sequence - Removed
add_spline_component - Removed
add_spline_mesh_component - Removed
add_spring_arm - Removed
add_state - Removed
add_state_enter_condition - Removed
add_state_task - Removed
add_state_transition - Removed
add_state_transition_condition - Removed
add_state_tree_binding - Removed
add_state_tree_global_task - Removed
add_state_tree_parameter - Removed
add_static_mesh_simple_collision - Removed
add_static_mesh_socket - Removed
add_streaming_level - Removed
add_struct_member - Removed
add_subcomponent_possessable - Removed
add_submix_effect_to_chain - Removed
add_subsequence_track - Removed
add_subtitle_cue - Removed
add_tag_to_object - Removed
add_timeline_to_blueprint - Removed
add_trace_bookmark - Removed
add_transform_keyframe - Removed
add_transform_track_to_binding - Removed
add_usd_internal_reference - Removed
add_usd_payload - Removed
add_usd_reference - Removed
add_usd_variant - Removed
add_usd_variant_set - Removed
add_viewmodel - Removed
add_virtual_bone - Removed
add_water_body_to_zone - Removed
add_widget_animation - Removed
add_widget_animation_keyframe - Removed
add_widget_animation_track - Removed
add_widget_property_binding - Removed
add_widget_to_blueprint - Removed
align_actors - Removed
analyze_asset_performance - Removed
apply_adaptive_remesh - Removed
apply_gameplay_effect - Removed
apply_material_to_blueprint - Removed
apply_mesh_boolean - Removed
apply_mesh_boolean_actor_to_actor - Removed
apply_mesh_morphology - Removed
apply_mesh_solidify - Removed
apply_uniform_remesh - Removed
apply_usd_prim_schema - Removed
apply_widget_style_preset - Removed
assign_actor_to_data_layer_instance - Removed
assign_runtime_virtual_texture_to_landscape - Removed
assign_skeletal_mesh_physics_asset - Removed
attach_actor - Removed
attach_blueprint_component - Removed
audit_asset_references - Removed
audit_blueprint_health - Removed
audit_class_purity - Removed
audit_collision_profiles - Removed
audit_fork_refs - Removed
audit_replication - Removed
audit_widget_accessibility - Removed
audit_widget_style - Removed
audit_widget_text - Removed
backup_asset - Removed
bake_skeletal_mesh_lod - Removed
begin_transaction - Removed
bind_actor_to_sequence - Removed
bind_component_to_sequence - Removed
bind_widget_to_viewmodel - Removed
break_level_instance - Removed
build_anim_state_machine - Removed
build_blueprint_graph - Removed
build_camera_rig - Removed
build_lighting - Removed
build_mesh_bvh - Removed
build_pose_search_database_index - Removed
call_function - Added
call_tool - Removed
can_reset_interchange_actor - Removed
can_reset_interchange_world - Removed
can_translate_interchange_source_data - Removed
cancel_ability - Removed
cancel_package_build - Removed
cancel_render_job - Removed
cancel_transaction - Removed
capture_high_res_screenshot - Removed
capture_object_snapshot - Removed
capture_pie_screenshot - Removed
capture_pie_state - Removed
check_asset_circular_dependency - Removed
check_asset_optimization - Removed
check_blueprint_errors - Removed
claim_smart_object - Removed
cleanup_pcg_component - Removed
clear_anim_graph_node_pin_binding - Removed
clear_anim_transition_rule - Removed
clear_dynamic_mesh - Removed
clear_message_log - Removed
clear_procedural_mesh - Removed
clear_render_target - Removed
clear_usd_attribute - Removed
clear_usd_payloads - Removed
clear_usd_references - Removed
clear_usd_variant_selection - Removed
clear_uv_channel - Removed
click_pie_widget - Removed
close_usd_stage - Removed
cluster_geometry_collection - Removed
collapse_montage_segments - Removed
commit_bone_changes - Removed
commit_level_instance - Removed
compact_mesh - Removed
compare_asset_versions - Removed
compare_objects - Removed
compile_anim_blueprint - Removed
compile_material - Removed
compile_state_tree - Removed
compile_text_for_target - Removed
compute_geometry_collection_proximity - Removed
connect_anim_graph_pins - Removed
connect_ik_goal_to_solver - Removed
connect_material_expressions - Removed
connect_material_function_pins - Removed
connect_metasound_graph_input_to_node - Removed
connect_metasound_graph_input_to_output - Removed
connect_metasound_node_to_graph_output - Removed
connect_metasound_nodes - Removed
connect_pcg_nodes - Changed
connect_pins7 fields changed- added
Input schema / properties / asset_pathAdded 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" +} - changed
Input schema / properties / blueprint_name / descriptionPrevious value: -"Blueprint name or path."New value: +"Older name of asset_path, still accepted." - changed
Input schema / properties / graph_name / descriptionPrevious 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." - changed
Input schema / properties / source_node_id / descriptionPrevious 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)." - changed
Input schema / properties / source_pin / descriptionPrevious 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." - changed
Input schema / properties / target_node_id / descriptionPrevious value: -"NodeGuid of the target node."New value: +"node_id of the target node, or @output." - changed
Input schema / properties / target_pin / descriptionPrevious 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)."
- Removed
connect_sound_cue_nodes - Removed
connect_substrate_slab_to_material - Removed
connect_to_material_output - Removed
consolidate_assets - Removed
copy_actors - Removed
copy_anim_graph_nodes - Removed
copy_dynamic_mesh_to_static_mesh - Removed
copy_landscape_region - Removed
copy_material_instance_dynamic_parameters - Removed
copy_material_instance_parameters - Removed
copy_mesh_uv_channel - Removed
copy_static_mesh_to_dynamic_mesh - Removed
create_ai_controller_blueprint - Removed
create_anim_blueprint - Removed
create_anim_composite - Removed
create_anim_montage - Removed
create_anim_sequence - Removed
create_asset_documentation - Removed
create_attribute_set_blueprint - Removed
create_audio_bus - Removed
create_behavior_config - Removed
create_behavior_tree - Removed
create_blackboard_data - Removed
create_blend_space - Removed
create_blueprint_interface - Removed
create_blueprint_macro - Removed
create_camera_asset - Removed
create_camera_rig_asset - Removed
create_camera_shake_blueprint - Removed
create_chooser_table - Removed
create_cine_camera_in_sequence - Removed
create_collection - Removed
create_common_ui_stack - Removed
create_composite_curve_table - Removed
create_composite_data_table - Removed
create_control_bus - Removed
create_control_bus_mix - Removed
create_control_rig_blueprint - Removed
create_curve_asset - Removed
create_curve_table - Removed
create_data_asset - Removed
create_data_layer_asset - Removed
create_data_layer_instance - Removed
create_data_registry - Removed
create_data_table - Removed
create_dialogue_voice - Removed
create_dialogue_wave - Removed
create_directory - Removed
create_dynamic_material_on_actor - Removed
create_editable_skeleton - Removed
create_editor_utility_blueprint - Removed
create_editor_utility_widget_blueprint - Removed
create_enum - Removed
create_eqs_query - Removed
create_field_system_asset - Removed
create_file_media_source - Removed
create_foliage_type - Removed
create_force_feedback_effect - Removed
create_functional_test - Removed
create_gameplay_ability_blueprint - Removed
create_gameplay_cue_notify - Removed
create_gameplay_effect_asset - Removed
create_gameplay_effect_blueprint - Removed
create_gameplay_mod_magnitude_calculation_blueprint - Removed
create_gameplay_tag - Removed
create_gameplay_tag_table - Removed
create_geometry_collection - Removed
create_hlod_layer - Removed
create_ik_retargeter - Removed
create_ik_rig - Removed
create_input_action - Removed
create_input_mapping_context - Removed
create_interchange_pipeline_asset - Removed
create_landscape - Removed
create_landscape_grass_type - Removed
create_landscape_layer_info - Removed
create_level_instance - Removed
create_level_sequence - Removed
create_locomotion_anim_blueprint - Removed
create_mass_entity_config - Removed
create_material - Removed
create_material_expression - Removed
create_material_function - Removed
create_material_function_instance - Removed
create_material_instance - Removed
create_material_instance_dynamic - Removed
create_material_parameter_collection - Removed
create_media_player - Removed
create_media_texture - Removed
create_menu_screen_widget - Removed
create_metasound_preset - Removed
create_metasound_source - Removed
create_modulation_generator - Removed
create_modulation_parameter - Removed
create_niagara_system - Removed
create_pcg_graph - Removed
create_physical_material - Removed
create_physics_asset - Removed
create_pose_asset - Removed
create_pose_asset_from_anim_sequence - Removed
create_pose_search_database - Removed
create_pose_search_schema - Removed
create_post_process_material - Removed
create_procedural_box_mesh - Removed
create_procedural_grid_mesh - Removed
create_procedural_mesh_component - Removed
create_project_overview - Removed
create_render_job - Removed
create_render_target_2d - Removed
create_render_target_2d_array - Removed
create_render_target_cube - Removed
create_retarget_pose - Removed
create_runtime_virtual_texture - Removed
create_runtime_virtual_texture_volume - Removed
create_skeletal_mesh_morph_target - Removed
create_smart_object_definition - Removed
create_sound_attenuation - Removed
create_sound_class - Removed
create_sound_concurrency - Removed
create_sound_cue - Removed
create_sound_mix - Removed
create_sound_modulation_patch - Removed
create_sound_source_bus - Removed
create_sound_submix - Removed
create_soundfield_submix - Removed
create_state_tree - Removed
create_static_texture_from_render_target - Removed
create_string_table - Removed
create_struct - Removed
create_substrate_slab_node - Removed
create_subsurface_profile - Removed
create_subtitles_asset - Removed
create_texture_2d_array - Removed
create_texture_2d_from_data - Removed
create_usd_attribute - Removed
create_usd_stage - Removed
create_usd_stage_actor - Removed
create_water_body - Removed
create_water_body_exclusion_volume - Removed
create_widget - Removed
create_widget_blueprint - Removed
create_world_partition_map - Removed
cut_geometry_collection_with_planes - Removed
deactivate_external_subsystem - Removed
deactivate_game_feature_plugin - Removed
define_usd_prim - Removed
delete_actors - Removed
delete_assets - Removed
delete_blueprint_variable - Removed
delete_chooser_table - Removed
delete_collection - Removed
delete_curve_table_row - Removed
delete_data_table_row - Removed
delete_directory - Removed
delete_mass_entity - Removed
delete_material_expression - Removed
delete_material_function_input - Removed
delete_material_function_output - Removed
delete_mesh_triangles - Removed
delete_node - Removed
delete_render_job - Removed
delete_save_game - Added
describe_tool - Removed
deselect_actors - Removed
despawn_mass_entities - Removed
detach_actor - Removed
diagnose_navmesh - Removed
diff_blueprint_components - Removed
diff_blueprints - Removed
diff_collision_channels - Removed
diff_content_trees - Removed
diff_data_tables - Removed
diff_material_instances - Removed
diff_object_snapshots - Removed
diff_project_config - Removed
disconnect_anim_graph_pins - Removed
disconnect_ik_goal_from_solver - Removed
disconnect_material_expressions - Removed
disconnect_metasound_graph_input_from_output - Removed
disconnect_metasound_node_from_graph_output - Removed
disconnect_metasound_nodes - Removed
disconnect_pcg_nodes - Changed
disconnect_pin7 fields changed- added
Input schema / properties / asset_pathAdded 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" +} - changed
Input schema / properties / blueprint_name / descriptionPrevious value: -"Blueprint asset name or path"New value: +"Older name of asset_path, still accepted." - changed
Input schema / properties / graph_name / descriptionPrevious 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." - added
Input schema / properties / linked_node_idAdded 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" +} - added
Input schema / properties / linked_pinAdded value: +{ + "description": "Optional, with linked_node_id: the pin at the other end", + "type": "string" +} - changed
Input schema / properties / node_id / descriptionPrevious 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" - changed
Input schema / properties / pin_name / descriptionPrevious value: -"Pin name, in either direction"New value: +"Pin name, in either direction in a Blueprint; the input end elsewhere"
- Removed
disconnect_sound_cue_nodes - Removed
disconnect_to_material_output - Removed
does_foliage_type_exist - Removed
draw_line_to_render_target - Removed
draw_material_to_render_target - Removed
draw_text_to_render_target - Removed
draw_texture_to_render_target - Removed
duplicate_actor - Removed
duplicate_directory - Removed
duplicate_keyframe - Removed
duplicate_material_expression - Removed
duplicate_material_parameter_collection - Removed
duplicate_niagara_emitter_handle - Removed
duplicate_niagara_module_in_stack - Removed
duplicate_widget - Removed
edit_level_instance - Added
enable_toolset - Removed
end_behavior_on_actor - Removed
end_timing_region - Removed
end_transaction - Removed
evaluate_chooser_table - Removed
evaluate_curve_at_time - Removed
evaluate_pose_search_query - Removed
execute_python_file - Removed
export_asset_as_text - Removed
export_assets - Removed
export_blueprint_data - Removed
export_data_table_as_csv - Removed
export_data_table_as_json - Removed
export_landscape_heightmap - Removed
export_level_section - Removed
export_render_target - Removed
find_blueprint_node_references - Removed
find_classes_implementing_interface - Removed
find_duplicate_assets - Removed
find_erroring_blueprints - Removed
find_free_input_key - Removed
find_gameplay_tags - Removed
find_nearest_point_on_mesh - Removed
find_nearest_ray_intersection_with_mesh - Removed
find_scene_overlaps - Removed
find_smart_objects - Added
find_tools - Removed
find_unused_assets - Removed
fire_mass_signal - Removed
fixup_redirectors - Removed
flatten_landscape_in_box - Removed
flatten_usd_stage - Removed
flush_async_loading - Removed
focus_viewport - Removed
fork_class_chain - Removed
fracture_geometry_collection - Removed
gather_text_for_target - Removed
generate_asset_report - Removed
generate_asset_thumbnail - Removed
generate_blueprint_docs - Removed
generate_pcg_component - Removed
get_ability_asset_tags - Removed
get_ability_info - Removed
get_ability_system_component - Removed
get_ability_tasks - Removed
get_absolute_transform - Removed
get_active_abilities - Removed
get_active_effects - Removed
get_active_montages - Removed
get_actor_blueprint - Removed
get_actor_bounds - Removed
get_actor_components - Removed
get_actor_folder - Removed
get_actor_label - Removed
get_actor_lock_location - Removed
get_actor_material_info - Removed
get_actor_properties_by_class - Removed
get_actor_replication_info - Removed
get_actor_team - Removed
get_actors_in_level - Removed
get_actors_in_radius - Removed
get_actors_in_trigger - Removed
get_ai_perceived_actors - Removed
get_ai_perception_senses - Removed
get_all_primary_asset_types - Removed
get_anim_asset_info - Removed
get_anim_blueprint_info - Removed
get_anim_curve_data - Removed
get_anim_graph_node_properties - Removed
get_anim_notifies - Removed
get_anim_sequence_info - Removed
get_anim_state_machine_info - Removed
get_asset_bundle_data - Removed
get_asset_bundle_entry - Removed
get_asset_by_name - Removed
get_asset_compression - Removed
get_asset_dependencies - Removed
get_asset_dependencies_recursive - Removed
get_asset_file_info - Removed
get_asset_import_data - Removed
get_asset_lod_settings - Removed
get_asset_memory_usage - Removed
get_asset_metadata_tags - Removed
get_asset_streaming_config - Removed
get_asset_thumbnail - Removed
get_assets_by_names - Removed
get_assets_by_tag - Removed
get_assets_by_type - Removed
get_assets_in_folder - Removed
get_attribute_meta_on_set_class - Removed
get_attribute_value - Removed
get_attributes - Removed
get_audio_bus - Removed
get_audio_component_properties - Removed
get_audio_section_properties - Removed
get_audio_settings - Removed
get_automation_test_results - Removed
get_available_materials - Removed
get_behavior_config_info - Removed
get_behavior_subsystem_info - Removed
get_behavior_tree_info - Removed
get_behavior_tree_node_properties - Removed
get_behavior_tree_status - Removed
get_blackboard_data - Removed
get_blackboard_value - Removed
get_blend_space_samples - Removed
get_blueprint_component_object_path - Removed
get_blueprint_component_overrides - Removed
get_blueprint_component_property - Removed
get_blueprint_components - Removed
get_blueprint_debug_info - Removed
get_blueprint_exec_path - Removed
get_blueprint_functions - Removed
get_blueprint_material_info - Removed
get_blueprint_parent - Removed
get_blueprint_timeline_info - Removed
get_blueprint_variable_detailed_info - Removed
get_blueprint_variables - Removed
get_bone_transform - Removed
get_camera_asset_info - Removed
get_camera_post_process - Removed
get_camera_rig_nodes - Removed
get_cameras - Removed
get_channel_keyframes - Removed
get_chooser_column_values - Removed
get_chooser_row_values - Removed
get_chooser_table_info - Removed
get_cine_camera_settings - Removed
get_class_functions - Removed
get_class_hierarchy - Removed
get_class_properties - Removed
get_collection_assets - Removed
get_collection_info - Removed
get_collections - Removed
get_collision_info - Removed
get_collision_profile - Removed
get_component_events - Removed
get_component_properties - Removed
get_component_state_tree_path - Removed
get_condition_info - Removed
get_condition_property - Removed
get_consideration_info - Removed
get_consideration_property - Removed
get_control_bus_info - Removed
get_control_bus_mix_info - Removed
get_culture_info - Removed
get_curve_keys - Removed
get_curve_table_info - Removed
get_cvar - Removed
get_data_asset_info - Removed
get_data_layer_assets - Removed
get_data_layer_instances - Removed
get_data_registry_info - Removed
get_data_registry_item - Removed
get_data_table_column - Removed
get_data_table_from_package_file - Removed
get_data_table_info - Removed
get_data_table_rows - Removed
get_decal_info - Removed
get_dedicated_server_status - Removed
get_default_game_map - Removed
get_dynamic_mesh_info - Removed
get_editor_status - Removed
get_engine_info - Removed
get_engine_ini_value - Removed
get_enum_info - Removed
get_eqs_query_info - Removed
get_evaluator_info - Removed
get_evaluator_property - Removed
get_event_dispatchers - Removed
get_field_system_info - Removed
get_foliage_in_radius - Removed
get_foliage_instance_count - Removed
get_foliage_types - Removed
get_fps_info - Removed
get_frame_timing - Removed
get_function_info - Removed
get_function_pins - Removed
get_game_feature_plugin_state - Removed
get_game_mode_info - Removed
get_gameplay_cue_notify_info - Removed
get_gameplay_effect_components - Removed
get_gameplay_effect_info - Removed
get_gameplay_effect_modifiers - Removed
get_gameplay_tag_info - Removed
get_gameplay_tag_redirects - Removed
get_gameplay_tag_table_rows - Removed
get_geometry_collection_hierarchy - Removed
get_geometry_collection_info - Changed
get_graph_nodes4 fields changed- added
Input schema / properties / asset_pathAdded 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" +} - changed
Input schema / properties / blueprint_name / descriptionPrevious 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." - changed
Input schema / properties / graph_name / descriptionPrevious 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." - changed
Input schema / properties / node_id / descriptionPrevious 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."
- Removed
get_hlod_layer_actors - Removed
get_hlod_layer_info - Removed
get_hlod_layers - Removed
get_ik_bone_settings - Removed
get_ik_goal_settings - Removed
get_ik_retargeter_info - Removed
get_ik_rig_info - Removed
get_ik_solver_details - Removed
get_input_action - Removed
get_input_action_state - Removed
get_input_mapping_context - Removed
get_input_settings - Removed
get_instanced_static_mesh_instance_info - Removed
get_interchange_asset_import_data - Removed
get_interchange_project_settings - Removed
get_interchange_supported_formats - Removed
get_landscape_grass_type_properties - Removed
get_landscape_height_at - Removed
get_landscape_info - Removed
get_landscape_layers - Removed
get_landscape_material - Removed
get_landscape_nanite_status - Removed
get_landscape_spline_control_point - Removed
get_landscape_splines - Removed
get_level_blueprint - Removed
get_level_instance_info - Removed
get_level_sequence_status_runtime - Removed
get_level_sequences - Removed
get_level_widget_properties - Removed
get_light_properties - Removed
get_lighting_in_area - Removed
get_lighting_quality - Removed
get_marked_frames - Removed
get_mass_config_parent - Removed
get_mass_entity_count - Removed
get_mass_entity_info - Removed
get_mass_spawner_info - Removed
get_mass_trait_property - Removed
get_material_function_info - Removed
get_material_graph_info - Removed
get_material_instance_info - Removed
get_material_instance_parameter_overridden - Removed
get_material_layer_stack - Removed
get_material_parameter_collection_instance_info - Removed
get_material_parameters - Removed
get_material_physical_material - Removed
get_material_referencers - Removed
get_material_stats - Removed
get_material_usage_flag - Removed
get_mcp_audit_report - Removed
get_media_info - Removed
get_memory_usage - Removed
get_mesh_components_detail - Removed
get_mesh_material_ids - Removed
get_message_log_entries - Removed
get_metasound_info - Removed
get_metasound_node_info - Removed
get_metasound_node_property - Removed
get_modulation_generator_info - Removed
get_modulation_parameter_info - Removed
get_montage_info - Removed
get_morph_target_deltas - Removed
get_motion_warping_component_info - Removed
get_navigation_data - Removed
get_network_info - Removed
get_niagara_component_matrix - Removed
get_niagara_data_interfaces - Removed
get_niagara_effect_type - Removed
get_niagara_emitter_data_interfaces - Removed
get_niagara_emitter_handles - Removed
get_niagara_emitter_renderers - Removed
get_niagara_emitter_runtime_summary - Removed
get_niagara_event_handlers - Removed
get_niagara_module_input - Removed
get_niagara_renderer_info - Removed
get_niagara_simulation_stages - Removed
get_niagara_system_info - Removed
get_niagara_user_parameter - Changed
get_object_info1 field changed- changed
Input schema / properties / object_path / descriptionPrevious 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)."
- Removed
get_object_tags - Removed
get_output_log_lines - Removed
get_package_build_status - Removed
get_package_info - Removed
get_pcg_component_info - Removed
get_pcg_generated_data - Removed
get_pcg_graph_info - Removed
get_pcg_graph_parameters - Removed
get_pcg_node_properties - Removed
get_physics_asset_info - Removed
get_physics_constraint_info - Removed
get_physics_settings - Removed
get_pie_focused_widget - Removed
get_player_input - Removed
get_plugin_status - Removed
get_pose_search_database_info - Removed
get_pose_search_runtime_state - Removed
get_pose_search_schema_info - Removed
get_post_process_settings - Removed
get_primary_asset_id - Removed
get_primary_asset_ids_by_type - Removed
get_primary_asset_types - Removed
get_procedural_mesh_info - Removed
get_procedural_mesh_section_data - Removed
get_project_info - Removed
get_project_settings_value - Changed
get_properties1 field changed- changed
Input schema / properties / object_path / descriptionPrevious 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)."
- Removed
get_property_access_path - Removed
get_python_status - Removed
get_recast_navmesh_settings - Removed
get_reference_path - Removed
get_reflection_capture_properties - Removed
get_render_queue - Removed
get_render_target_info - Removed
get_rendering_settings - Removed
get_retarget_poses - Removed
get_retargeter_op_info - Removed
get_rig_control_value - Removed
get_rig_hierarchy - Removed
get_rigvm_graph - Removed
get_runtime_virtual_texture_info - Removed
get_save_game_slot_info - Removed
get_scalability_levels - Removed
get_scene_bounds - Removed
get_section_info - Removed
get_selected_actors - Removed
get_sequence_bindings - Removed
get_sequence_folders - Removed
get_sequence_tracks - Removed
get_shader_info - Removed
get_skeletal_mesh_info - Removed
get_skeletal_mesh_lod_info - Removed
get_skeletal_mesh_material_slots - Removed
get_skeletal_mesh_morph_targets - Removed
get_skeletal_mesh_section_info - Removed
get_skeleton_info - Removed
get_smart_object_component_definition - Removed
get_smart_object_definition_summary - Removed
get_smart_object_slot_entrance_annotations - Removed
get_smart_object_slots_detail - Removed
get_sound_class_properties - Removed
get_sound_cue_graph - Removed
get_sound_modulation_patch_info - Removed
get_sound_source_bus - Removed
get_soundfield_submix_info - Removed
get_source_control_status - Removed
get_spline_points - Removed
get_state_tree_info - Removed
get_state_tree_theme_colors - Removed
get_static_mesh_geometry_stats - Removed
get_static_mesh_info - Removed
get_static_mesh_sections - Removed
get_streaming_levels - Removed
get_string_table_entries - Removed
get_struct_info - Removed
get_struct_members - Removed
get_submix_effect_chain - Removed
get_subsystem_instance_info - Removed
get_task_info - Removed
get_task_property - Removed
get_texture_info - Removed
get_timeline_info - Removed
get_trace_status - Removed
get_transaction_history - Removed
get_trigger_events - Removed
get_trigger_info - Removed
get_undo_state - Removed
get_usd_attribute_time_samples - Removed
get_usd_attribute_value - Removed
get_usd_generated_assets - Removed
get_usd_generated_component - Removed
get_usd_prim_info - Removed
get_usd_prim_metadata - Removed
get_usd_stage_actor_info - Removed
get_usd_stage_info - Removed
get_uv_health_report - Removed
get_viewport_state - Removed
get_volume_info - Removed
get_water_body_gerstner_wave_detail - Removed
get_water_body_info - Removed
get_water_body_spline_points - Removed
get_water_zone_info - Removed
get_widget_animation_tracks - Removed
get_widget_animations - Removed
get_widget_blueprint_tree - Removed
get_world_partition_info - Removed
get_world_settings - Removed
grant_ability - Removed
has_gameplay_tags - Removed
implement_interface - Removed
import_data_table_csv - Removed
import_font_file - Removed
import_interchange_asset - Removed
import_landscape_heightmap - Removed
import_sound_file - Removed
import_texture_file - Removed
ingest_external_uassets - Removed
initialize_data_registry - Removed
inject_analog_input - Removed
inject_key_input - Removed
inject_mouse_button - Removed
insert_usd_sublayer - Removed
is_point_inside_mesh - Removed
is_substrate_enabled - Removed
isolate_usd_layer - Removed
launch_dedicated_server - Removed
link_media_texture_to_player - Removed
link_montage_sections - Removed
lint_blueprint_graph - Removed
list_all_input_mappings - Removed
list_assets_modified_since - Removed
list_automation_tests - Removed
list_behavior_configs - Removed
list_camera_node_types - Removed
list_chooser_tables - Removed
list_collision_channels - Removed
list_condition_types - Removed
list_conditions - Removed
list_considerations - Removed
list_cvars - Removed
list_data_registry_types - Removed
list_derived_classes - Removed
list_editor_utility_widgets - Removed
list_engine_ini_sections - Removed
list_enums - Removed
list_eqs_context_types - Removed
list_eqs_generator_types - Removed
list_eqs_test_types - Removed
list_evaluator_types - Removed
list_evaluators - Removed
list_game_feature_plugins - Removed
list_input_types - Removed
list_instance_overrides - Removed
list_level_widget_components - Removed
list_local_player_subsystems - Removed
list_localization_targets - Removed
list_mass_archetypes - Removed
list_mass_tag_types - Removed
list_mass_traits - Removed
list_metasound_connections - Removed
list_metasound_node_types - Removed
list_metasound_nodes - Removed
list_modules - Removed
list_niagara_data_interface_classes - Removed
list_niagara_modules - Removed
list_niagara_renderer_classes - Removed
list_objects_of_class - Removed
list_orphaned_ofpa_actors - Removed
list_overridable_functions - Removed
list_pcg_node_types - Removed
list_pie_widgets - Removed
list_project_setting_sections - Removed
list_save_games - Removed
list_scripted_action_utilities - Removed
list_state_tree_bindings - Removed
list_state_tree_global_tasks - Removed
list_state_trees - Removed
list_structs - Removed
list_subsystem_instances - Removed
list_subtitle_cues - Removed
list_task_types - Removed
list_tasks - Removed
list_timing_regions - Removed
list_traces - Removed
list_usd_file_formats - Removed
list_usd_prim_attributes - Removed
list_usd_prims - Removed
list_usd_stage_layers - Removed
list_usd_stages - Removed
list_usd_variant_sets - Removed
list_uv_channels - Removed
list_validators - Removed
list_widget_bound_events - Removed
list_widget_property_bindings - Removed
list_widget_types - Removed
list_world_partition_actors - Removed
load_game - Removed
load_game_from_memory - Removed
load_world_partition_region - Removed
migrate_assets - Removed
move_actors_to_level - Removed
move_asset - Removed
move_ik_solver_in_stack - Removed
move_keyframe - Removed
move_niagara_simulation_stage - Removed
move_node - Removed
move_track_to_folder - Removed
mute_usd_layer - Removed
open_message_log - Removed
open_usd_stage - Removed
override_usd_prim - Removed
pack_level_actors - Removed
paint_landscape_layer - Removed
paste_actors - Removed
pause_behavior_tree - Removed
pause_level_sequence_runtime - Removed
pause_timeline - Removed
play_animation - Removed
play_level_sequence_runtime - Removed
play_sound - Removed
play_sound_at_location - Removed
play_timeline - Removed
play_widget_animation - Removed
poll_delegate_events - Removed
poll_gameplay_tag_events - Removed
pop_common_ui_widget - Removed
possess_pawn - Removed
print_to_output_log - Removed
push_common_ui_widget - Removed
raycast_scene - Removed
rebuild_navigation - Removed
rebuild_reflection_captures - Removed
recombine_blueprint_pin - Removed
recompile_material_function - Removed
recompute_mesh_normals - Removed
recompute_mesh_uvs - Removed
reconcile_function_signature - Removed
redo - Removed
refresh_anim_montage_cache - Removed
refresh_data_registry_map - Removed
regenerate_collection_parameter_id - Removed
register_gameplay_debugger_category - Removed
register_gameplay_tag_event - Removed
register_input_key_mapping - Removed
register_interchange_factory - Removed
register_interchange_translator - Removed
register_smart_object_actor - Removed
register_spawn_point - Removed
reimport_anim_sequence - Removed
reimport_asset - Removed
reimport_interchange_asset - Removed
release_smart_object - Removed
reload_asset_package - Removed
remap_material_ids - Removed
remove_ability - Removed
remove_actor_from_data_layer_instance - Removed
remove_ai_perception_sense - Removed
remove_anim_bone_track - Removed
remove_anim_composite_segment - Removed
remove_anim_conduit - Removed
remove_anim_curve - Removed
remove_anim_curve_name - Removed
remove_anim_notify - Removed
remove_anim_notify_name - Removed
remove_anim_slot_group - Removed
remove_anim_state - Removed
remove_anim_sync_marker - Removed
remove_anim_transition - Removed
remove_animation_asset_from_pose_search_database - Removed
remove_asset_from_collection - Removed
remove_asset_metadata_tag - Removed
remove_behavior_config - Removed
remove_behavior_tree_child - Removed
remove_behavior_tree_decorator - Removed
remove_behavior_tree_service - Removed
remove_blackboard_key - Removed
remove_blend_profile - Removed
remove_blend_space_sample - Removed
remove_blueprint_breakpoint - Removed
remove_blueprint_function - Removed
remove_blueprint_macro - Removed
remove_blueprint_timeline_track - Removed
remove_bone - Removed
remove_bus_from_mix - Removed
remove_camera_node_child - Removed
remove_chooser_column - Removed
remove_chooser_row - Removed
remove_collection_parameter - Removed
remove_collision_channel - Removed
remove_collision_profile - Removed
remove_component_from_actor - Removed
remove_component_from_blueprint - Removed
remove_consideration - Removed
remove_curve_key - Removed
remove_curve_table_key - Removed
remove_data_layer_instance - Removed
remove_data_registry_source - Removed
remove_dynamic_mesh_actor - Removed
remove_enum_entry - Removed
remove_eqs_generator - Removed
remove_eqs_option - Removed
remove_eqs_test - Removed
remove_evaluator - Removed
remove_event_dispatcher - Removed
remove_field_node - Removed
remove_foliage_instances - Removed
remove_function_local_variable - Removed
remove_function_parameter - Removed
remove_gameplay_effect - Removed
remove_gameplay_effect_component - Removed
remove_gameplay_effect_modifier - Removed
remove_gameplay_tag - Removed
remove_gameplay_tag_from_table - Removed
remove_gameplay_tag_redirect - Removed
remove_geometry_collection_source - Added
remove_graph_node - Removed
remove_ik_goal - Removed
remove_ik_retarget_chain - Removed
remove_ik_solver - Removed
remove_input_modifier - Removed
remove_input_trigger - Removed
remove_instanced_static_mesh_instance - Removed
remove_interface - Removed
remove_keyframe - Removed
remove_landscape_layer - Removed
remove_landscape_spline_control_point - Removed
remove_landscape_spline_segment - Removed
remove_mapping_from_context - Removed
remove_marked_frame - Removed
remove_mass_tag_from_entity - Removed
remove_mass_trait - Removed
remove_metasound_graph_input - Removed
remove_metasound_graph_output - Removed
remove_metasound_interface - Removed
remove_metasound_node - Removed
remove_modulation_input_from_patch - Removed
remove_montage_notify - Removed
remove_montage_section - Removed
remove_montage_segment - Removed
remove_montage_slot - Removed
remove_motion_warping_component - Removed
remove_motion_warping_target - Removed
remove_niagara_data_interface - Removed
remove_niagara_emitter_handle - Removed
remove_niagara_event_handler - Removed
remove_niagara_module_from_stack - Removed
remove_niagara_renderer - Removed
remove_niagara_simulation_stage - Removed
remove_niagara_user_parameter - Removed
remove_notify_track - Removed
remove_orphaned_ofpa_actors - Removed
remove_pcg_graph_parameter - Removed
remove_pcg_node - Removed
remove_physics_asset_body - Removed
remove_physics_asset_constraint - Removed
remove_pose_curve - Removed
remove_pose_from_pose_asset - Removed
remove_pose_search_channel_from_schema - Removed
remove_pose_search_roled_skeleton - Removed
remove_primary_asset_rule - Removed
remove_procedural_mesh_component - Removed
remove_retarget_pose - Removed
remove_retargeter_op - Removed
remove_rig_element - Removed
remove_rigvm_link - Removed
remove_rigvm_node - Removed
remove_section - Removed
remove_sequence_binding - Removed
remove_sequence_folder - Removed
remove_sequence_track - Removed
remove_skeletal_mesh_lod - Removed
remove_skeletal_mesh_morph_target - Removed
remove_skeletal_mesh_socket - Removed
remove_skeleton_socket - Removed
remove_smart_object_definition_default_behavior - Removed
remove_smart_object_slot - Removed
remove_smart_object_slot_behavior_definition - Removed
remove_smart_object_slot_entrance_annotation - Removed
remove_sound_cue_node - Removed
remove_sound_mix_class_override - Removed
remove_soundfield_effect - Removed
remove_state - Removed
remove_state_enter_condition - Removed
remove_state_transition - Removed
remove_state_transition_condition - Removed
remove_state_tree_binding - Removed
remove_state_tree_global_task - Removed
remove_state_tree_parameter - Removed
remove_static_mesh_collision - Removed
remove_static_mesh_socket - Removed
remove_streaming_level - Removed
remove_string_table_entry - Removed
remove_string_table_metadata - Removed
remove_struct_member - Removed
remove_submix_effect_from_chain - Removed
remove_subtitle_cue - Removed
remove_tag_from_object - Removed
remove_task - Removed
remove_trigger - Removed
remove_undo_barrier - Removed
remove_unused_variables - Removed
remove_unused_vertices - Removed
remove_usd_attribute - Removed
remove_usd_prim - Removed
remove_usd_prim_schema - Removed
remove_usd_sublayer - Removed
remove_usd_variant - Removed
remove_usd_variant_set - Removed
remove_viewmodel - Removed
remove_virtual_bone - Removed
remove_volume - Removed
remove_water_body_from_zone - Removed
remove_widget - Removed
remove_widget_animation - Removed
remove_widget_animation_keyframe - Removed
remove_widget_animation_track - Removed
remove_widget_from_blueprint - Removed
remove_widget_property_binding - Removed
rename_anim_curve - Removed
rename_asset - Removed
rename_assets - Removed
rename_blueprint_variable - Removed
rename_bone - Removed
rename_collection_parameter - Removed
rename_curve_table_row - Removed
rename_data_table_row - Removed
rename_enum_entry - Removed
rename_function_parameter - Removed
rename_ik_retarget_chain - Removed
rename_montage_section - Removed
rename_niagara_emitter_handle - Removed
rename_pose_in_pose_asset - Removed
rename_rig_element - Removed
rename_skeletal_mesh_morph_target - Removed
rename_skeletal_mesh_socket - Removed
rename_static_mesh_socket - Removed
rename_struct_member - Removed
rename_widget - Removed
render_sequence_to_movie - Removed
render_widget_preview - Removed
reorder_enum_entry - Removed
reorder_niagara_modules - Removed
reorder_widget_child - Removed
repack_mesh_uvs - Removed
repair_mesh_self_intersections - Removed
reparent_blueprint - Removed
reparent_widget - Removed
rerun_construction_scripts - Removed
reset_interchange_actors - Removed
reset_interchange_level_asset - Removed
reset_interchange_scene_import_asset - Removed
reset_material_parameter_collection_instance - Removed
reset_transaction_buffer - Removed
resolve_asset_by_name - Removed
restart_behavior_tree - Removed
restore_actor_state - Removed
resume_behavior_tree - Removed
resume_level_sequence_runtime - Removed
rotate_mesh_uvs - Removed
run_asset_action_utility - Removed
run_automation_test - Removed
run_behavior_tree - Removed
run_editor_utility_widget - Removed
run_eqs_query - Removed
run_external_project_script - Removed
run_functional_test_in_pie - Removed
run_map_check - Removed
run_smoke_tests - Removed
save_game - Removed
save_game_to_memory - Removed
save_interchange_pipeline - Removed
save_level - Removed
save_usd_stage - Removed
scale_anim_curve - Removed
scale_mesh_uvs - Removed
scan_primary_assets - Removed
scan_uasset_references - Removed
scatter_foliage_in_box - Removed
scatter_foliage_on_layer - Removed
select_actors - Removed
select_mesh_triangles - Removed
send_gameplay_event_to_actor - Removed
serialize_actor_state - Removed
set_ability_asset_tags - Removed
set_ability_cooldown - Removed
set_ability_cost - Removed
set_absolute_transform - Removed
set_active_culture - Removed
set_actor_component_collision - Removed
set_actor_folder - Removed
set_actor_label - Removed
set_actor_lifetime - Removed
set_actor_lock_location - Removed
set_actor_material - Removed
set_actor_physical_material - Removed
set_actor_spatially_loaded - Removed
set_actor_team - Removed
set_actor_transform - Removed
set_ai_sight_radius - Removed
set_anim_additive_settings - Removed
set_anim_bone_track_keys - Removed
set_anim_curve_color - Removed
set_anim_curve_comment - Removed
set_anim_curve_flags - Removed
set_anim_frame_rate - Removed
set_anim_graph_node_pin_binding - Removed
set_anim_graph_node_property - Removed
set_anim_montage_preview_mesh - Removed
set_anim_montage_skeleton - Removed
set_anim_notify - Removed
set_anim_number_of_frames - Removed
set_anim_retarget_source - Removed
set_anim_root_motion - Removed
set_anim_transition_rule_automatic - Removed
set_anim_transition_rule_from_bool - Removed
set_anim_transition_rule_from_comparison - Removed
set_animation_speed - Removed
set_asset_compression - Removed
set_asset_lod_settings - Removed
set_asset_metadata_tag - Removed
set_asset_streaming_config - Removed
set_attach_section_rules - Removed
set_attribute_base_value - Removed
set_attribute_meta_on_set_class - Removed
set_audio_3d_settings - Removed
set_audio_bus_channels - Removed
set_audio_section_properties - Removed
set_audio_sound - Removed
set_audio_volume - Removed
set_behavior_class - Removed
set_behavior_tree_node_property - Removed
set_behavior_tree_root - Removed
set_binding_channel_keyframe_interpolation - Removed
set_blackboard_key_subsettings - Removed
set_blackboard_value - Removed
set_blend_profile_bone - Removed
set_blend_space_interpolation - Removed
set_blend_space_sample - Removed
set_blueprint_breakpoint - Removed
set_blueprint_class_replication - Removed
set_blueprint_component_array_element - Removed
set_blueprint_component_collision - Removed
set_blueprint_component_properties - Removed
set_blueprint_function_pure - Removed
set_blueprint_function_rpc - Removed
set_blueprint_variable_default - Removed
set_blueprint_variable_metadata - Removed
set_blueprint_variable_replication - Removed
set_bone_parent - Removed
set_bone_transform - Removed
set_camera_asset_director - Removed
set_camera_node_parameters - Removed
set_camera_rig_root_node - Removed
set_chooser_cell - Removed
set_chooser_column_default - Removed
set_chooser_row_outcome - Removed
set_collection_parameter_default - Removed
set_component_property - Removed
set_component_replication - Removed
set_condition_property - Removed
set_consideration_property - Removed
set_control_bus_mix_stage_value - Removed
set_control_bus_value - Removed
set_control_rotation - Removed
set_current_level - Removed
set_cvar - Removed
set_cvars_from_json - Removed
set_data_layer_debug_color - Removed
set_data_layer_initial_runtime_state - Removed
set_data_layer_parent - Removed
set_data_layer_runtime_state - Removed
set_data_layer_type - Removed
set_data_table_cell - Removed
set_data_table_row - Removed
set_data_table_row_from_json - Removed
set_data_table_rows_from_json - Removed
set_default_game_map - Removed
set_dynamic_mesh_material - Removed
set_engine_ini_value - Removed
set_enum_bitflags - Removed
set_eqs_generator_properties - Removed
set_eqs_test_scoring - Removed
set_evaluator_property - Removed
set_event_dispatcher_signature - Removed
set_game_mode_classes - Removed
set_game_mode_override - Removed
set_gameplay_effect_component - Removed
set_gameplay_effect_duration - Removed
set_gameplay_effect_modifier - Removed
set_gameplay_effect_period - Removed
set_gameplay_effect_stacking - Removed
set_geometry_collection_connection_settings - Removed
set_geometry_collection_damage - Removed
set_geometry_collection_mass - Removed
set_hlod_layer_actors - Removed
set_hlod_layer_parent - Removed
set_hlod_layer_settings - Removed
set_ik_bone_settings - Removed
set_ik_goal_settings - Removed
set_ik_retarget_chain_bones - Removed
set_ik_solver_bones - Removed
set_ik_solver_enabled - Removed
set_ik_solver_settings - Removed
set_input_action_flags - Removed
set_input_action_trigger_behavior - Removed
set_input_action_value_type - Removed
set_instanced_static_mesh_instance_transform - Removed
set_interchange_pipeline_stack_default - Removed
set_interchange_pipelines - Removed
set_keyframe_interpolation - Removed
set_kill_z - Removed
set_landscape_grass_type_properties - Removed
set_landscape_height_in_box - Removed
set_landscape_material - Removed
set_landscape_spline_control_point - Removed
set_level_sequence_time_runtime - Removed
set_level_widget_visibility - Removed
set_mass_config_parent - Removed
set_mass_spawner_count - Removed
set_mass_spawner_entity_types - Removed
set_mass_trait_property - Removed
set_material_domain - Removed
set_material_expression_property - Removed
set_material_function_input_props - Removed
set_material_function_instance_parent - Removed
set_material_function_output_props - Removed
set_material_instance_dynamic_parameter - Removed
set_material_instance_parameter - Removed
set_material_instance_parameter_override - Removed
set_material_instance_parent - Removed
set_material_layer_stack - Removed
set_material_parameter_collection_instance_value - Removed
set_material_physical_material - Removed
set_material_usage_flag - Removed
set_mesh_material_color - Removed
set_mesh_material_id - Removed
set_mesh_uv_element_position - Removed
set_mesh_uvs_from_projection - Removed
set_metasound_graph_input_default - Removed
set_metasound_node_input_default - Removed
set_metasound_node_property - Removed
set_modulation_generator_settings - Removed
set_modulation_parameter_settings - Removed
set_modulation_patch_bypass - Removed
set_modulation_patch_output_parameter - Removed
set_montage_section_start_time - Removed
set_montage_segment_anim_sequence - Removed
set_montage_segment_start_time - Removed
set_morph_target_deltas - Removed
set_morph_target_generated_by_engine - Removed
set_motion_warping_target - Removed
set_named_slot_content - Removed
set_native_team_attitude - Removed
set_network_authority - Removed
set_niagara_component_fixed_bounds - Removed
set_niagara_component_variable - Removed
set_niagara_data_interface_array - Removed
set_niagara_data_interface_asset - Removed
set_niagara_data_interface_curve - Removed
set_niagara_data_interface_default - Removed
set_niagara_emitter_properties - Removed
set_niagara_mesh_renderer_mesh - Removed
set_niagara_module_enabled - Removed
set_niagara_module_input - Removed
set_niagara_renderer_material - Removed
set_niagara_renderer_properties - Removed
set_niagara_simulation_stage_properties - Removed
set_niagara_user_parameter - Removed
set_num_extended_polygroup_layers - Removed
set_num_uv_channels - Removed
set_pcg_graph_parameter - Removed
set_pcg_node_properties - Removed
set_physics_asset_constraint_drives - Removed
set_physics_asset_constraint_limits - Removed
set_physics_body_properties - Removed
set_physics_constraint_drives - Removed
set_physics_constraint_limits - Removed
set_pie_list_view_items - Removed
set_pie_widget_focus - Removed
set_pie_widget_value - Removed
set_pie_window_size - Changed
set_pin_default_value7 fields changed- added
Input schema / properties / asset_pathAdded value: +{ + "description": "The graph asset: a Blueprint by name or path, or the path of a MetaSound Source or Control Rig.", + "type": "string" +} - changed
Input schema / properties / blueprint_name / descriptionPrevious value: -"Blueprint asset name or path"New value: +"Older name of asset_path, still accepted." - changed
Input schema / properties / graph_name / descriptionPrevious 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." - changed
Input schema / properties / node_id / descriptionPrevious 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" - changed
Input schema / properties / pin_name / descriptionPrevious 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" - changed
Input schema / properties / value / descriptionPrevious 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." - changed
Input schema / properties / value_json / descriptionPrevious 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'."
- Removed
set_player_controller_class - Removed
set_plugin_enabled - Removed
set_pose_asset_base_pose - Removed
set_pose_search_database_schema - Removed
set_pose_search_schema_mirror_data_table - Removed
set_pose_search_schema_role - Removed
set_pose_search_schema_skeleton - Removed
set_primary_asset_cook_rule - Removed
set_procedural_mesh_material - Removed
set_procedural_mesh_section_vertices - Removed
set_procedural_mesh_section_visible - Removed
set_project_settings_value - Changed
set_properties2 fields changed- added
Input schema / properties / forceAdded 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" +} - changed
Input schema / properties / object_path / descriptionPrevious 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."
- Removed
set_property_access_path - Removed
set_property_track_keyframe_count - Removed
set_recast_navmesh_settings - Removed
set_render_job_output - Removed
set_replication_condition - Removed
set_retarget_pose_bone_rotation - Removed
set_retargeter_chain_mapping - Removed
set_retargeter_op_settings - Removed
set_rig_control_limits - Removed
set_rig_control_settings - Removed
set_rig_control_shape_transform - Removed
set_rig_control_value - Removed
set_rigvm_pin_default - Removed
set_river_width_depth_at_point - Removed
set_river_widths_depths - Removed
set_runtime_virtual_texture_volume_bounds - Removed
set_scalability_quality - Removed
set_section_properties - Removed
set_section_range - Removed
set_sequence_frame_rate - Removed
set_sequence_settings - Removed
set_skeletal_animation_section_parameters - Removed
set_skeletal_mesh_anim_class - Removed
set_skeletal_mesh_component_tick - Removed
set_skeletal_mesh_lod_build_settings - Removed
set_skeletal_mesh_lod_reduction_settings - Removed
set_skeletal_mesh_lod_settings - Removed
set_skeletal_mesh_material_slot - Removed
set_skeletal_mesh_min_lod - Removed
set_skeletal_mesh_section_flags - Removed
set_skeletal_mesh_socket_parent - Removed
set_skeletal_mesh_socket_transform - Removed
set_slot_properties - Removed
set_smart_object_component_definition - Removed
set_smart_object_definition_activity_tags - Removed
set_smart_object_definition_user_tag_filter - Removed
set_smart_object_slot_activity_tags - Removed
set_smart_object_slot_enabled - Removed
set_smart_object_slot_runtime_tags - Removed
set_smart_object_slot_transform - Removed
set_smart_object_slot_user_tag_filter - Removed
set_sound_class_parent - Removed
set_sound_cue_first_node - Removed
set_sound_cue_node_properties - Removed
set_sound_mix_class_override - Removed
set_sound_source_bus_audio_bus - Removed
set_sound_source_bus_send_info - Removed
set_sound_source_bus_send_level_curve - Removed
set_spawn_ownership - Removed
set_spline_points - Removed
set_state_completion_type - Removed
set_state_selection_behavior - Removed
set_state_transition - Removed
set_state_tree_component_parameter_override - Removed
set_state_tree_global_task_property - Removed
set_state_tree_parameter - Removed
set_state_tree_root - Removed
set_state_tree_theme_color - Removed
set_state_type - Removed
set_static_mesh_collision_complexity - Removed
set_static_mesh_convex_collision - Removed
set_static_mesh_lightmap - Removed
set_static_mesh_material_slot - Removed
set_static_mesh_nanite - Removed
set_static_mesh_socket_transform - Removed
set_streaming_level_loaded - Removed
set_streaming_level_visible - Removed
set_string_table_entry - Removed
set_string_table_metadata - Removed
set_struct_member_default - Removed
set_sub_section_parameters - Removed
set_submix_effect_settings - Removed
set_substrate_slab_scalar - Removed
set_subtitle_cue - Removed
set_task_property - Removed
set_texture_settings - Removed
set_timeline_time - Removed
set_transform_section_mask - Removed
set_transform_section_quaternion_interpolation - Removed
set_triangle_uvs - Removed
set_trigger_box_extent - Removed
set_trigger_events - Removed
set_trigger_sphere_radius - Removed
set_undo_barrier - Removed
set_usd_attribute_value - Removed
set_usd_edit_target - Removed
set_usd_prim_metadata - Removed
set_usd_prim_specifier - Removed
set_usd_stage_actor_root_layer - Removed
set_usd_stage_time_range - Removed
set_usd_variant_selection - Removed
set_vehicle_wheel_setup - Removed
set_view_target - Removed
set_viewmodel_field - Removed
set_viewport_settings - Removed
set_water_body_gerstner_waves - Removed
set_water_body_material - Removed
set_water_body_properties - Removed
set_water_body_spline_points - Removed
set_water_zone_settings - Removed
set_widget_drag_drop - Removed
set_widget_navigation - Removed
set_widget_property - Removed
set_world_gravity - Removed
show_notification - Removed
simplify_mesh - Removed
slice_geometry_collection - Removed
slice_procedural_mesh - Removed
smooth_landscape_in_box - Removed
snap_actor_to_ground - Removed
snap_actor_to_landscape - Removed
sort_montage_segments - Removed
spawn_box_volume - Removed
spawn_decal_actor - Removed
spawn_level_streaming_volume - Removed
spawn_mass_entities - Removed
spawn_physics_constraint - Removed
spawn_player_start - Removed
split_blueprint_pin - Removed
start_package_build - Removed
start_timing_region - Removed
start_trace - Removed
stop_animation - Removed
stop_behavior_tree - Removed
stop_dedicated_server - Removed
stop_level_sequence_runtime - Removed
stop_sound - Removed
stop_trace - Removed
stop_widget_animation - Removed
subscribe_to_delegate - Removed
suggest_asset_optimizations - Removed
swap_material_layer_parameters - Removed
transform_dynamic_mesh - Removed
translate_mesh_uvs - Removed
trigger_behavior_on_actor - Removed
trigger_input_action - Removed
unassign_runtime_virtual_texture_from_landscape - Removed
unbind_widget_from_viewmodel - Removed
unload_game_feature_plugin - Removed
unload_world_partition_region - Removed
unregister_gameplay_debugger_category - Removed
unregister_gameplay_tag_event - Removed
unregister_input_key_mapping - Removed
unsubscribe_delegate - Removed
unwrap_mesh_uvs - Removed
use_smart_object - Removed
validate_asset - Removed
validate_assets_in_path - Removed
validate_pin_connection - Removed
validate_state_tree - Removed
verify_reparent_success - Removed
wait_for_pie_completion - Removed
watch_pie_property - Removed
weld_mesh_edges
146 tool updates
v2.4.3- Changed
add_anim_composite_segment5 fields changed- changed
Input schema / properties / animation_path / descriptionPrevious 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." - changed
Input schema / properties / composite_path / descriptionPrevious 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)." - changed
Input schema / properties / loop_count / descriptionPrevious 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)." - changed
Input schema / properties / play_rate / descriptionPrevious 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)." - changed
Input schema / properties / start_pos / descriptionPrevious 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."
- Changed
add_anim_slot_group2 fields changed- changed
Input schema / properties / group_name / descriptionPrevious 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\"." - changed
Input schema / properties / skeleton_path / descriptionPrevious 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."
- Changed
add_blend_space_sample1 field changed- changed
Input schema / properties / animation_path / descriptionPrevious 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'."
- Changed
add_consideration3 fields changed- changed
Input schema / properties / consideration_class / descriptionPrevious 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." - changed
Input schema / properties / state_name / descriptionPrevious 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." - changed
Input schema / properties / tree_path / descriptionPrevious 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."
- Changed
add_curve_table_row3 fields changed- changed
Input schema / properties / curve_table_path / descriptionPrevious 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." - changed
Input schema / properties / keys / descriptionPrevious 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." - changed
Input schema / properties / row_name / descriptionPrevious 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."
- Changed
add_ik_solver2 fields changed- changed
Input schema / properties / ik_rig_path / descriptionPrevious value: -"Path to the UIKRigDefinition asset"New value: +"IK Rig (UIKRigDefinition) asset as a package or object path, e.g. \"/Game/Rigs/IK_Mannequin\"." - changed
Input schema / properties / solver_type / descriptionPrevious 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."
- Changed
add_mesh_to_dynamic_mesh3 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious 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." - changed
Input schema / properties / append_transform / descriptionPrevious 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." - changed
Input schema / properties / source_actor_name / descriptionPrevious 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."
- Changed
add_modulation_input_to_patch2 fields changed- changed
Input schema / properties / bus_path / descriptionPrevious 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." - changed
Input schema / properties / patch_path / descriptionPrevious 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."
- Changed
add_pcg_node2 fields changed- changed
Input schema / properties / node_type / descriptionPrevious 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." - changed
Input schema / properties / pcg_graph_path / descriptionPrevious 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."
- Changed
add_state_task3 fields changed- changed
Input schema / properties / state_name / descriptionPrevious 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." - changed
Input schema / properties / task_struct / descriptionPrevious 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." - changed
Input schema / properties / tree_path / descriptionPrevious 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."
- Changed
attach_blueprint_component4 fields changed- changed
Input schema / properties / blueprint_name / descriptionPrevious 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." - changed
Input schema / properties / component_name / descriptionPrevious 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." - changed
Input schema / properties / parent_component_name / descriptionPrevious 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." - changed
Input schema / properties / socket_name / descriptionPrevious 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."
- Changed
audit_asset_references3 fields changed- changed
Input schema / properties / dependency_type / descriptionPrevious 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." - changed
Input schema / properties / folder_path / descriptionPrevious 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\"." - changed
Input schema / properties / max_results / descriptionPrevious 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."
- Changed
can_translate_interchange_source_data2 fields changed- changed
Input schema / properties / file_path / descriptionPrevious 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." - changed
Input schema / properties / scene_only / descriptionPrevious 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)."
- Changed
capture_pie_screenshot2 fields changed- changed
Input schema / properties / include_ui / descriptionPrevious 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." - changed
Input schema / properties / output_path / descriptionPrevious 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."
- Changed
clear_usd_variant_selection3 fields changed- changed
Input schema / properties / prim_path / descriptionPrevious 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\"" - changed
Input schema / properties / stage_name / descriptionPrevious 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\"" - changed
Input schema / properties / variant_set_name / descriptionPrevious 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\""
- Changed
create_anim_montage4 fields changed- changed
Input schema / properties / name / descriptionPrevious value: -"Asset name (e.g. 'AM_Example')."New value: +"Asset name, no folder or extension, e.g. 'AM_Attack'." - changed
Input schema / properties / package_path / descriptionPrevious 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)." - changed
Input schema / properties / skeleton_path / descriptionPrevious 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)." - changed
Input schema / properties / slot_name / descriptionPrevious 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."
- Changed
create_asset_documentation1 field changed- changed
Input schema / properties / asset_name / descriptionPrevious 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)."
- Changed
create_behavior_config3 fields changed- changed
Input schema / properties / behavior_class / descriptionPrevious 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." - changed
Input schema / properties / config_name / descriptionPrevious value: -"Asset name of the config, e.g. \"BC_Patrol\""New value: +"Asset name of the config, no folder, e.g. \"BC_Patrol\"." - changed
Input schema / properties / package_path / descriptionPrevious 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)."
- Changed
create_blueprint_interface2 fields changed- changed
Input schema / properties / name / descriptionPrevious 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." - changed
Input schema / properties / path / descriptionPrevious 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."
- Changed
create_cine_camera_in_sequence3 fields changed- changed
Input schema / properties / location / descriptionPrevious 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])." - changed
Input schema / properties / rotation / descriptionPrevious 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." - changed
Input schema / properties / sequence_name / descriptionPrevious 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."
- Changed
create_force_feedback_effect2 fields changed- changed
Input schema / properties / name / descriptionPrevious value: -"Asset name (e.g. FFE_Rumble)"New value: +"Asset name without folder, e.g. \"FFE_Rumble\"." - changed
Input schema / properties / package_path / descriptionPrevious 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."
- Changed
create_functional_test3 fields changed- changed
Input schema / properties / asset_name / descriptionPrevious value: -"Name for the new Functional Test BP asset."New value: +"Asset name of the new Blueprint without folder, e.g. \"BP_FT_PlayerHealth\"." - changed
Input schema / properties / package_path / descriptionPrevious value: -"Target content folder; defaults to /Game/MCP."New value: +"Content folder for the asset, e.g. \"/Game/Tests\" (default /Game/MCP)." - changed
Input schema / properties / parent_class / descriptionPrevious 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."
- Changed
create_gameplay_effect_asset4 fields changed- changed
Input schema / properties / duration_magnitude / descriptionPrevious 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)." - changed
Input schema / properties / duration_policy / descriptionPrevious value: -"Duration type, case-insensitive: Instant, HasDuration or Infinite (default Instant)"New value: +"\"Instant\", \"HasDuration\" or \"Infinite\", case ignored (default Instant)." - changed
Input schema / properties / name / descriptionPrevious value: -"Asset name without a path, e.g. \"GE_Damage\""New value: +"Asset name without a folder, e.g. \"GE_Damage\"." - changed
Input schema / properties / package_path / descriptionPrevious 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)."
- Changed
create_modulation_parameter2 fields changed- changed
Input schema / properties / parameter_class / descriptionPrevious 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." - changed
Input schema / properties / parameter_path / descriptionPrevious 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."
- Changed
create_render_job3 fields changed- changed
Input schema / properties / job_name / descriptionPrevious 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." - changed
Input schema / properties / map_path / descriptionPrevious 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." - changed
Input schema / properties / sequence_name / descriptionPrevious 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."
- Changed
create_sound_concurrency3 fields changed- changed
Input schema / properties / max_count / descriptionPrevious 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." - changed
Input schema / properties / name / descriptionPrevious value: -"Name of the new Sound Concurrency asset"New value: +"Asset name of the Sound Concurrency, without a folder (e.g. \"SCon_Footsteps\")." - changed
Input schema / properties / package_path / descriptionPrevious value: -"Target content path, defaults to /Game/Audio"New value: +"Content folder for the asset, e.g. \"/Game/Audio/Concurrency\"; defaults to /Game/Audio."
- Changed
create_sound_modulation_patch2 fields changed- changed
Input schema / properties / package_path / descriptionPrevious 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." - changed
Input schema / properties / patch_name / descriptionPrevious 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."
- Changed
create_texture_2d_from_data5 fields changed- changed
Input schema / properties / fill_color / descriptionPrevious 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)." - changed
Input schema / properties / height / descriptionPrevious value: -"Optional pixel height; clamped 1..8192; defaults to 64"New value: +"Height in pixels, a whole number clamped to 1..8192 (default 64)." - changed
Input schema / properties / name / descriptionPrevious value: -"Name of the texture asset to create"New value: +"Asset name of the texture, no folder, e.g. \"T_Mask_White\"." - changed
Input schema / properties / package_path / descriptionPrevious 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)." - changed
Input schema / properties / width / descriptionPrevious value: -"Optional pixel width; clamped 1..8192; defaults to 64"New value: +"Width in pixels, a whole number clamped to 1..8192 (default 64)."
- Changed
deactivate_external_subsystem1 field changed- changed
Input schema / properties / class_name / descriptionPrevious 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."
- Changed
delete_collection2 fields changed- changed
Input schema / properties / collection_name / descriptionPrevious value: -"Name of the collection to destroy."New value: +"Name of the collection to delete, as get_collections lists it (e.g. \"Props_Review\")." - changed
Input schema / properties / share_type / descriptionPrevious 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."
- Changed
delete_render_job2 fields changed- changed
Input schema / properties / delete_all / descriptionPrevious 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." - changed
Input schema / properties / job_name / descriptionPrevious 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."
- Changed
detach_actor1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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."
- Changed
disconnect_sound_cue_nodes4 fields changed- changed
Input schema / properties / child_node_id / descriptionPrevious 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." - changed
Input schema / properties / cue_path / descriptionPrevious value: -"Full asset path of the cue"New value: +"Object or package path of the Sound Cue asset (e.g. \"/Game/Audio/SC_Footsteps\")." - changed
Input schema / properties / input_index / descriptionPrevious 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." - changed
Input schema / properties / parent_node_id / descriptionPrevious 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."
- Changed
duplicate_material_parameter_collection3 fields changed- changed
Input schema / properties / new_name / descriptionPrevious 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." - changed
Input schema / properties / package_path / descriptionPrevious 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\"." - changed
Input schema / properties / source_path / descriptionPrevious 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\"."
- Changed
duplicate_niagara_module_in_stack1 field changed- changed
Input schema / properties / script_group / descriptionPrevious 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."
- Changed
end_behavior_on_actor1 field changed- changed
Input schema / properties / behavior_class / descriptionPrevious 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"
- Changed
evaluate_curve_at_time3 fields changed- changed
Input schema / properties / channel / descriptionPrevious 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." - changed
Input schema / properties / curve_path / descriptionPrevious 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\")." - changed
Input schema / properties / time / descriptionPrevious 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."
- Changed
find_classes_implementing_interface2 fields changed- changed
Input schema / properties / include_blueprints / descriptionPrevious value: -"Include Blueprint-generated (non-native) classes (default true)"New value: +"true (default) also returns Blueprint-generated classes; false returns native C++ classes only." - changed
Input schema / properties / interface / descriptionPrevious 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."
- Changed
gather_text_for_target2 fields changed- changed
Input schema / properties / scope / descriptionPrevious 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." - changed
Input schema / properties / target_name / descriptionPrevious value: -"Required. Target name, as listed by list_localization_targets."New value: +"Exact target name as list_localization_targets returns it, e.g. \"Game\"."
- Changed
get_active_montages2 fields changed- changed
Input schema / properties / actor / descriptionPrevious 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\"." - changed
Input schema / properties / component / descriptionPrevious 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."
- Changed
get_actor_team1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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."
- Changed
get_anim_curve_data3 fields changed- changed
Input schema / properties / anim_sequence_path / descriptionPrevious 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'." - changed
Input schema / properties / curve_name / descriptionPrevious value: -"Name of the curve to read"New value: +"Exact curve name as get_anim_sequence_info lists it, e.g. 'FootLock_L'." - changed
Input schema / properties / curve_type / descriptionPrevious value: -"Curve type to target: float (default) or transform"New value: +"\"float\" (default) or \"transform\", case ignored; any other value reads a float curve."
- Changed
get_asset_dependencies_recursive3 fields changed- changed
Input schema / properties / asset_path / descriptionPrevious 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\")." - changed
Input schema / properties / dependency_type / descriptionPrevious 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\"." - changed
Input schema / properties / max_depth / descriptionPrevious 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)."
- Changed
get_blackboard_data1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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"
- Changed
get_blackboard_value1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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)"
- Changed
get_camera_asset_info1 field changed- changed
Input schema / properties / camera_asset_path / descriptionPrevious 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."
- Changed
get_channel_keyframes8 fields changed- changed
Input schema / properties / binding_guid / descriptionPrevious 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." - changed
Input schema / properties / channel_index / descriptionPrevious 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." - changed
Input schema / properties / channel_type / descriptionPrevious 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." - changed
Input schema / properties / section_index / descriptionPrevious 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." - changed
Input schema / properties / sequence_name / descriptionPrevious value: -"Alias for sequence_path."New value: +"Alias for sequence_path, read when sequence_path is absent or empty; same formats." - changed
Input schema / properties / sequence_path / descriptionPrevious 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." - changed
Input schema / properties / track_index / descriptionPrevious 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." - changed
Input schema / properties / track_type / descriptionPrevious 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."
- Changed
get_data_registry_item2 fields changed- changed
Input schema / properties / item_name / descriptionPrevious 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\"." - changed
Input schema / properties / registry_type / descriptionPrevious 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\"."
- Changed
get_eqs_query_info1 field changed- changed
Input schema / properties / query_path / descriptionPrevious 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."
- Changed
get_marked_frames1 field changed- changed
Input schema / properties / sequence_name / descriptionPrevious 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."
- Changed
get_material_parameter_collection_instance_info1 field changed- changed
Input schema / properties / collection_path / descriptionPrevious 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."
- Changed
get_modulation_parameter_info1 field changed- changed
Input schema / properties / parameter_path / descriptionPrevious 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)."
- Changed
get_montage_info1 field changed- changed
Input schema / properties / montage_path / descriptionPrevious 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)."
- Changed
get_motion_warping_component_info1 field changed- changed
Input schema / properties / actor_path / descriptionPrevious 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')."
- Changed
get_niagara_data_interfaces2 fields changed- changed
Input schema / properties / parameter_name / descriptionPrevious 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." - changed
Input schema / properties / system_path / descriptionPrevious 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'."
- Changed
get_niagara_emitter_renderers2 fields changed- changed
Input schema / properties / emitter_name / descriptionPrevious 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." - changed
Input schema / properties / system_path / descriptionPrevious value: -"Asset path of the Niagara System."New value: +"Niagara System asset, package or object path, e.g. '/Game/FX/NS_Sparks'."
- Changed
get_niagara_event_handlers2 fields changed- changed
Input schema / properties / emitter_name / descriptionPrevious 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." - changed
Input schema / properties / system_path / descriptionPrevious value: -"Asset path of the Niagara System."New value: +"Niagara System asset, package or object path, e.g. '/Game/FX/NS_Sparks'."
- Changed
get_pcg_generated_data1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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)"
- Changed
get_procedural_mesh_info2 fields changed- changed
Input schema / properties / actor_label / descriptionPrevious 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\"." - changed
Input schema / properties / component_index / descriptionPrevious 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."
- Changed
get_retarget_poses1 field changed- changed
Input schema / properties / ik_retargeter_path / descriptionPrevious 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\"."
- Changed
get_save_game_slot_info2 fields changed- changed
Input schema / properties / slot_name / descriptionPrevious 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." - changed
Input schema / properties / user_index / descriptionPrevious 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."
- Changed
get_sequence_folders2 fields changed- changed
Input schema / properties / sequence_name / descriptionPrevious value: -"Alias for sequence_path."New value: +"Alias for sequence_path, read when sequence_path is absent or empty; same formats." - changed
Input schema / properties / sequence_path / descriptionPrevious 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."
- Changed
get_sound_cue_graph1 field changed- changed
Input schema / properties / cue_path / descriptionPrevious 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\")."
- Changed
get_soundfield_submix_info1 field changed- changed
Input schema / properties / submix_path / descriptionPrevious 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)."
- Changed
get_usd_stage_actor_info1 field changed- changed
Input schema / properties / actor_path / descriptionPrevious 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\"."
- Changed
get_volume_info1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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)."
- Changed
get_widget_animations1 field changed- changed
Input schema / properties / widget_bp_path / descriptionPrevious 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."
- Changed
grant_ability2 fields changed- changed
Input schema / properties / ability_class / descriptionPrevious 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." - changed
Input schema / properties / level / descriptionPrevious value: -"Spec level, a whole number; default 1"New value: +"Spec level, a whole number, e.g. 3 (default 1)."
- Changed
insert_usd_sublayer3 fields changed- changed
Input schema / properties / index / descriptionPrevious 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." - changed
Input schema / properties / stage_name / descriptionPrevious 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)." - changed
Input schema / properties / sublayer_path / descriptionPrevious 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."
- Changed
is_point_inside_mesh3 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious value: -"Label or name of the target DynamicMeshActor."New value: +"Label or object name (case-insensitive) of the DynamicMeshActor in the editor world." - changed
Input schema / properties / query_point / descriptionPrevious 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." - changed
Input schema / properties / winding_threshold / descriptionPrevious 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."
- Changed
list_chooser_tables1 field changed- changed
Input schema / properties / package_path / descriptionPrevious 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\"."
- Changed
list_cvars4 fields changed- changed
Input schema / properties / filter / descriptionPrevious 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." - changed
Input schema / properties / include_commands / descriptionPrevious 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." - changed
Input schema / properties / max_results / descriptionPrevious 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." - changed
Input schema / properties / prefix / descriptionPrevious 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)."
- Changed
list_engine_ini_sections1 field changed- changed
Input schema / properties / include_base / descriptionPrevious 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."
- Changed
list_enums2 fields changed- changed
Input schema / properties / module_filter / descriptionPrevious 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." - changed
Input schema / properties / name_pattern / descriptionPrevious 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."
- Changed
list_evaluators1 field changed- changed
Input schema / properties / tree_path / descriptionPrevious 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."
- Changed
list_instance_overrides2 fields changed- changed
Input schema / properties / actor / descriptionPrevious 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." - changed
Input schema / properties / include_components / descriptionPrevious 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)."
- Changed
list_localization_targets1 field changed- changed
Input schema / properties / scope / descriptionPrevious 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."
- Changed
list_mass_tag_types1 field changed- changed
Input schema / properties / include_abstract / descriptionPrevious 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)."
- Changed
list_metasound_node_types3 fields changed- changed
Input schema / properties / include_unloaded / descriptionPrevious 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." - added
Input schema / properties / max_resultsAdded value: +{ + "description": "Optional cap on the classes returned after the filter (default 0, no cap); truncated says whether it cut the list.", + "type": "number" +} - added
Input schema / properties / name_filterAdded 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" +}
- Changed
list_state_trees1 field changed- changed
Input schema / properties / package_path / descriptionPrevious 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\"."
- Changed
list_structs2 fields changed- changed
Input schema / properties / module_filter / descriptionPrevious 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." - changed
Input schema / properties / name_pattern / descriptionPrevious 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."
- Changed
list_subtitle_cues1 field changed- changed
Input schema / properties / asset_path / descriptionPrevious 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\"."
- Changed
list_usd_prims1 field changed- changed
Input schema / properties / prim_path_prefix / descriptionPrevious 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)."
- Changed
list_usd_variant_sets3 fields changed- changed
Input schema / properties / prim_path / descriptionPrevious value: -"SdfPath of the prim to inspect"New value: +"Absolute SdfPath of the existing prim to inspect, e.g. \"/World/Car\"" - changed
Input schema / properties / stage_name / descriptionPrevious 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\"" - changed
Input schema / properties / variant_set_name / descriptionPrevious 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"
- Changed
move_track_to_folder6 fields changed- changed
Input schema / properties / binding_guid / descriptionPrevious 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." - changed
Input schema / properties / folder_name / descriptionPrevious 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." - changed
Input schema / properties / sequence_name / descriptionPrevious value: -"Alias for sequence_path."New value: +"Alias for sequence_path, read when sequence_path is absent or empty; same formats." - changed
Input schema / properties / sequence_path / descriptionPrevious 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." - changed
Input schema / properties / track_class / descriptionPrevious 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." - changed
Input schema / properties / track_name / descriptionPrevious 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."
- Changed
pause_behavior_tree1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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)."
- Changed
play_sound2 fields changed- added
Input schema / properties / actor_nameAdded 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" +} - changed
Input schema / properties / audio_component_name / descriptionPrevious 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."
- Changed
play_widget_animation7 fields changed- changed
Input schema / properties / animation_name / descriptionPrevious 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)." - changed
Input schema / properties / num_loops / descriptionPrevious 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." - changed
Input schema / properties / play_mode / descriptionPrevious value: -"Optional Forward | Reverse | PingPong (default Forward)."New value: +"Optional \"Forward\" (default) | \"Reverse\" | \"PingPong\", case-insensitive; any other value is an error." - changed
Input schema / properties / playback_speed / descriptionPrevious value: -"Optional float speed multiplier (default 1.0)."New value: +"Optional speed multiplier (default 1.0; 2.0 plays twice as fast)." - changed
Input schema / properties / start_at_time / descriptionPrevious value: -"Optional float seconds to start playback at (default 0)."New value: +"Optional time in seconds into the animation to start from (default 0)." - changed
Input schema / properties / widget_bp_path / descriptionPrevious 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." - changed
Input schema / properties / world / descriptionPrevious 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."
- Changed
possess_pawn2 fields changed- changed
Input schema / properties / pawn_actor_name / descriptionPrevious 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." - changed
Input schema / properties / pie_client_index / descriptionPrevious 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."
- Changed
reimport_anim_sequence2 fields changed- changed
Input schema / properties / anim_sequence_path / descriptionPrevious 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'." - changed
Input schema / properties / source_file_path / descriptionPrevious 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."
- Changed
reimport_interchange_asset1 field changed- changed
Input schema / properties / asset_path / descriptionPrevious 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."
- Changed
remove_consideration3 fields changed- changed
Input schema / properties / consideration_index / descriptionPrevious 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)." - changed
Input schema / properties / state_name / descriptionPrevious 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." - changed
Input schema / properties / tree_path / descriptionPrevious 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."
- Changed
remove_motion_warping_component1 field changed- changed
Input schema / properties / actor_path / descriptionPrevious 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')."
- Changed
remove_niagara_module_from_stack1 field changed- changed
Input schema / properties / script_group / descriptionPrevious 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."
- Changed
remove_pose_curve2 fields changed- changed
Input schema / properties / curve_name / descriptionPrevious value: -"Name of the curve to remove."New value: +"Exact curve name, matched as an FName (case ignored), e.g. 'Blink_L'." - changed
Input schema / properties / pose_asset_path / descriptionPrevious 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'."
- Changed
remove_pose_search_channel_from_schema3 fields changed- changed
Input schema / properties / channel_index / descriptionPrevious 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." - changed
Input schema / properties / channel_type / descriptionPrevious 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." - changed
Input schema / properties / schema_path / descriptionPrevious value: -"Asset path of the UPoseSearchSchema (required)."New value: +"UPoseSearchSchema asset as a package or object path, e.g. \"/Game/MotionMatching/PSS_Locomotion\" (required)."
- Changed
remove_pose_search_roled_skeleton3 fields changed- changed
Input schema / properties / asset_path / descriptionPrevious 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)." - changed
Input schema / properties / role / descriptionPrevious 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." - changed
Input schema / properties / skeleton_index / descriptionPrevious 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."
- Changed
remove_section6 fields changed- changed
Input schema / properties / binding_guid / descriptionPrevious 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." - changed
Input schema / properties / section_index / descriptionPrevious 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." - changed
Input schema / properties / sequence_name / descriptionPrevious value: -"Alias for sequence_path."New value: +"Alias for sequence_path, read when sequence_path is absent or empty; same formats." - changed
Input schema / properties / sequence_path / descriptionPrevious 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." - changed
Input schema / properties / track_index / descriptionPrevious 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." - changed
Input schema / properties / track_type / descriptionPrevious 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."
- Changed
remove_skeletal_mesh_socket2 fields changed- changed
Input schema / properties / skeletal_mesh_path / descriptionPrevious 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\")." - changed
Input schema / properties / socket_name / descriptionPrevious value: -"Name of the socket to remove"New value: +"Name of the socket to delete, matched case-insensitively (e.g. \"hand_r_socket\")."
- Changed
remove_soundfield_effect2 fields changed- changed
Input schema / properties / effect_index / descriptionPrevious 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." - changed
Input schema / properties / submix_path / descriptionPrevious 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)."
- Changed
remove_state_tree_parameter2 fields changed- changed
Input schema / properties / parameter_name / descriptionPrevious 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." - changed
Input schema / properties / tree_path / descriptionPrevious 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."
- Changed
remove_streaming_level1 field changed- changed
Input schema / properties / level_package_path / descriptionPrevious 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."
- Changed
remove_struct_member2 fields changed- changed
Input schema / properties / member_name / descriptionPrevious 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." - changed
Input schema / properties / struct_path / descriptionPrevious 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."
- Changed
remove_unused_vertices1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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."
- Changed
rename_collection_parameter3 fields changed- changed
Input schema / properties / collection_path / descriptionPrevious 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\"." - changed
Input schema / properties / new_name / descriptionPrevious 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)." - changed
Input schema / properties / param_name / descriptionPrevious 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."
- Changed
rename_skeletal_mesh_socket3 fields changed- changed
Input schema / properties / new_name / descriptionPrevious 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)." - changed
Input schema / properties / old_name / descriptionPrevious value: -"Current name of the socket"New value: +"Current socket name, matched case-insensitively (e.g. \"hand_r_socket\")." - changed
Input schema / properties / skeletal_mesh_path / descriptionPrevious 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\")."
- Changed
render_sequence_to_movie2 fields changed- changed
Input schema / properties / map_path / descriptionPrevious 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." - changed
Input schema / properties / sequence_name / descriptionPrevious 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."
- Changed
restart_behavior_tree1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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."
- Changed
resume_behavior_tree1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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."
- Changed
run_behavior_tree1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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)."
- Changed
run_functional_test_in_pie2 fields changed- changed
Input schema / properties / auto_stop_pie / descriptionPrevious 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." - changed
Input schema / properties / test_asset_path / descriptionPrevious 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."
- Changed
set_ability_cost2 fields changed- changed
Input schema / properties / ability_blueprint_path / descriptionPrevious value: -"Full asset path of the GameplayAbility Blueprint"New value: +"Asset path of the GameplayAbility Blueprint, e.g. \"/Game/GAS/Abilities/GA_Fireball\"." - changed
Input schema / properties / cost_effect_path / descriptionPrevious 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."
- Changed
set_actor_spatially_loaded2 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious 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." - changed
Input schema / properties / is_spatially_loaded / descriptionPrevious value: -"bool desired spatial-loading flag."New value: +"Required bool: true = streamed with its grid cell, false = always loaded."
- Changed
set_attribute_base_value2 fields changed- changed
Input schema / properties / attribute_name / descriptionPrevious 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" - changed
Input schema / properties / value / descriptionPrevious 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."
- Changed
set_audio_3d_settings2 fields changed- added
Input schema / properties / actor_nameAdded 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" +} - changed
Input schema / properties / audio_component_name / descriptionPrevious 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)."
- Changed
set_audio_sound2 fields changed- added
Input schema / properties / actor_nameAdded 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" +} - changed
Input schema / properties / audio_component_name / descriptionPrevious 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."
- Changed
set_audio_volume3 fields changed- added
Input schema / properties / actor_nameAdded 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" +} - changed
Input schema / properties / audio_component_name / descriptionPrevious 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." - changed
Input schema / properties / volume / descriptionPrevious 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."
- Changed
set_behavior_class2 fields changed- changed
Input schema / properties / behavior_class / descriptionPrevious 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\")." - changed
Input schema / properties / config_path / descriptionPrevious 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."
- Changed
set_behavior_tree_root2 fields changed- changed
Input schema / properties / behavior_tree_path / descriptionPrevious value: -"Path to the UBehaviorTree asset."New value: +"UBehaviorTree asset as a package or object path, e.g. \"/Game/AI/BT_Guard\"." - changed
Input schema / properties / composite / descriptionPrevious 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."
- Changed
set_blackboard_value1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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)"
- Changed
set_blueprint_breakpoint2 fields changed- changed
Input schema / properties / blueprint_path / descriptionPrevious 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." - changed
Input schema / properties / node_name / descriptionPrevious 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."
- Changed
set_bone_parent3 fields changed- changed
Input schema / properties / bone_name / descriptionPrevious 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\"." - changed
Input schema / properties / parent_name / descriptionPrevious 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." - changed
Input schema / properties / skeleton_path / descriptionPrevious 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."
- Changed
set_chooser_row_outcome3 fields changed- changed
Input schema / properties / asset_path / descriptionPrevious 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." - changed
Input schema / properties / row_index / descriptionPrevious 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)." - changed
Input schema / properties / table_path / descriptionPrevious 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."
- Changed
set_cvars_from_json1 field changed- changed
Input schema / properties / cvars / descriptionPrevious 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."
- Changed
set_dynamic_mesh_material3 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious 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)." - changed
Input schema / properties / material_path / descriptionPrevious 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)." - changed
Input schema / properties / slot_index / descriptionPrevious 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."
- Changed
set_modulation_parameter_settings3 fields changed- changed
Input schema / properties / clamp_to_normalized_range / descriptionPrevious 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)." - changed
Input schema / properties / value_normalized / descriptionPrevious 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." - changed
Input schema / properties / value_unit / descriptionPrevious 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."
- Changed
set_niagara_module_enabled1 field changed- changed
Input schema / properties / script_group / descriptionPrevious 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."
- Changed
set_physics_constraint_limits5 fields changed- changed
Input schema / properties / constraint_actor_name / descriptionPrevious 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." - changed
Input schema / properties / linear_limit / descriptionPrevious 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." - changed
Input schema / properties / swing1_limit / descriptionPrevious 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." - changed
Input schema / properties / swing2_limit / descriptionPrevious 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." - changed
Input schema / properties / twist_limit / descriptionPrevious 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."
- Changed
set_project_settings_value3 fields changed- changed
Input schema / properties / class_name / descriptionPrevious 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\"." - changed
Input schema / properties / property_name / descriptionPrevious 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." - changed
Input schema / properties / value / descriptionPrevious 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."
- Changed
set_scalability_quality2 fields changed- changed
Input schema / properties / category / descriptionPrevious 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." - changed
Input schema / properties / quality / descriptionPrevious 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."
- Changed
set_spline_points3 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious 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\"" - changed
Input schema / properties / closed_loop / descriptionPrevious 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" - changed
Input schema / properties / points / descriptionPrevious 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"
- Changed
set_static_mesh_lightmap3 fields changed- changed
Input schema / properties / lightmap_coordinate_index / descriptionPrevious 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." - changed
Input schema / properties / lightmap_resolution / descriptionPrevious 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." - changed
Input schema / properties / static_mesh_path / descriptionPrevious value: -"Content path to the UStaticMesh asset."New value: +"Package or object path of the UStaticMesh asset (e.g. \"/Game/Props/SM_Crate\")."
- Changed
set_streaming_level_loaded1 field changed- changed
Input schema / properties / level_package_path / descriptionPrevious 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."
- Changed
set_streaming_level_visible1 field changed- changed
Input schema / properties / level_package_path / descriptionPrevious 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."
- Changed
set_struct_member_default3 fields changed- changed
Input schema / properties / default_value / descriptionPrevious 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." - changed
Input schema / properties / member_name / descriptionPrevious 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." - changed
Input schema / properties / struct_path / descriptionPrevious 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."
- Changed
set_substrate_slab_scalar3 fields changed- changed
Input schema / properties / material_path / descriptionPrevious 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\")." - changed
Input schema / properties / pin_name / descriptionPrevious 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)." - changed
Input schema / properties / value / descriptionPrevious 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."
- Changed
set_trigger_box_extent2 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious 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)." - changed
Input schema / properties / extent_x / descriptionPrevious 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."
- Changed
set_usd_prim_specifier1 field changed- changed
Input schema / properties / prim_path / descriptionPrevious 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."
- Changed
simplify_mesh2 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious 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." - changed
Input schema / properties / target_triangle_count / descriptionPrevious 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."
- Changed
spawn_level_streaming_volume1 field changed- changed
Input schema / properties / streaming_level_name / descriptionPrevious 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."
- Changed
start_timing_region1 field changed- changed
Input schema / properties / name / descriptionPrevious 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)."
- Changed
start_trace2 fields changed- changed
Input schema / properties / channels / descriptionPrevious 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\"." - changed
Input schema / properties / output_path / descriptionPrevious 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."
- Changed
stop_behavior_tree1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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)"
- Changed
stop_sound2 fields changed- added
Input schema / properties / actor_nameAdded 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" +} - changed
Input schema / properties / audio_component_name / descriptionPrevious 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."
- Changed
subscribe_to_delegate2 fields changed- changed
Input schema / properties / delegate_name / descriptionPrevious 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." - changed
Input schema / properties / object_path / descriptionPrevious 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."
- Changed
validate_asset1 field changed- changed
Input schema / properties / asset_path / descriptionPrevious 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)."
145 tool updates
v2.4.1- Changed
add_anim_state3 fields changed- changed
Input schema / properties / anim_blueprint_path / descriptionPrevious value: -"Path to the UAnimBlueprint asset"New value: +"Content path of the UAnimBlueprint (object or package path), e.g. '/Game/Characters/ABP_Hero'." - changed
Input schema / properties / machine_name / descriptionPrevious 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'." - changed
Input schema / properties / state_name / descriptionPrevious 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."
- Changed
add_blend_space_sample3 fields changed- changed
Input schema / properties / animation_path / descriptionPrevious 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'." - changed
Input schema / properties / blend_value / descriptionPrevious 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." - changed
Input schema / properties / blendspace_path / descriptionPrevious 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)."
- Changed
add_component_to_actor3 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious 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'." - changed
Input schema / properties / component_name / descriptionPrevious 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." - changed
Input schema / properties / component_type / descriptionPrevious 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'."
- Changed
add_curve_table_key4 fields changed- changed
Input schema / properties / curve_table_path / descriptionPrevious 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." - changed
Input schema / properties / row_name / descriptionPrevious 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." - changed
Input schema / properties / time / descriptionPrevious value: -"Key time (X)."New value: +"Key time, the curve's X value as a float, e.g. 1 (often a level or seconds)." - changed
Input schema / properties / value / descriptionPrevious value: -"Key value (Y)."New value: +"Key value, the curve's Y value as a float, e.g. 25.5."
- Changed
add_data_registry_source3 fields changed- changed
Input schema / properties / data_table_path / descriptionPrevious 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." - changed
Input schema / properties / precache / descriptionPrevious 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." - changed
Input schema / properties / registry_path / descriptionPrevious 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."
- Changed
add_pose_search_channel_to_schema1 field changed- changed
Input schema / properties / weight / descriptionPrevious 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."
- Changed
add_shot_track1 field changed- changed
Input schema / properties / sequence_path / descriptionPrevious 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."
- Changed
add_spawnable_to_sequence2 fields changed- changed
Input schema / properties / class_name / descriptionPrevious 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\"." - changed
Input schema / properties / sequence_name / descriptionPrevious 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."
- Changed
add_state2 fields changed- changed
Input schema / properties / state_name / descriptionPrevious 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)." - changed
Input schema / properties / tree_path / descriptionPrevious 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."
- Changed
add_state_tree_global_task2 fields changed- changed
Input schema / properties / task_struct / descriptionPrevious 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\")." - changed
Input schema / properties / tree_path / descriptionPrevious 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."
- Changed
add_transform_track_to_binding2 fields changed- changed
Input schema / properties / binding_guid / descriptionPrevious 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." - changed
Input schema / properties / sequence_name / descriptionPrevious 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."
- Changed
add_usd_payload1 field changed- changed
Input schema / properties / prim_path_for_target / descriptionPrevious 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."
- Changed
add_usd_reference5 fields changed- changed
Input schema / properties / asset_path / descriptionPrevious 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\"." - changed
Input schema / properties / position / descriptionPrevious 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)." - changed
Input schema / properties / prim_path / descriptionPrevious 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." - changed
Input schema / properties / prim_path_for_target / descriptionPrevious 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." - changed
Input schema / properties / stage_name / descriptionPrevious 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\"."
- Changed
add_water_body_to_zone2 fields changed- changed
Input schema / properties / water_body_label / descriptionPrevious 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" - changed
Input schema / properties / water_zone_label / descriptionPrevious 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"
- Changed
apply_gameplay_effect3 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious 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" - changed
Input schema / properties / effect_class / descriptionPrevious 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" - changed
Input schema / properties / level / descriptionPrevious 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"
- Changed
build_pose_search_database_index2 fields changed- changed
Input schema / properties / database_path / descriptionPrevious 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)." - changed
Input schema / properties / wait_for_completion / descriptionPrevious 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)."
- Changed
cancel_ability2 fields changed- changed
Input schema / properties / ability_name / descriptionPrevious 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" - changed
Input schema / properties / actor_name / descriptionPrevious 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"
- Changed
check_blueprint_errors1 field changed- changed
Input schema / properties / blueprint_path / descriptionPrevious 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."
- Changed
claim_smart_object2 fields changed- changed
Input schema / properties / actor_label / descriptionPrevious 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" - changed
Input schema / properties / definition_path / descriptionPrevious 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"
- Changed
clear_anim_transition_rule4 fields changed- changed
Input schema / properties / anim_blueprint_path / descriptionPrevious value: -"Asset path of the UAnimBlueprint"New value: +"Content path of the UAnimBlueprint (object or package path), e.g. '/Game/Characters/ABP_Hero'." - changed
Input schema / properties / machine_name / descriptionPrevious 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'." - changed
Input schema / properties / source_state / descriptionPrevious 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'." - changed
Input schema / properties / target_state / descriptionPrevious value: -"Name of the target state (transition destination)"New value: +"Name of the state or conduit the transition enters (case-insensitive), e.g. 'Run'."
- Changed
clear_usd_payloads1 field changed- changed
Input schema / properties / prim_path_for_target / descriptionPrevious 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."
- Changed
clear_usd_references2 fields changed- changed
Input schema / properties / prim_path / descriptionPrevious 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." - changed
Input schema / properties / stage_name / descriptionPrevious 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\"."
- Changed
compile_state_tree1 field changed- changed
Input schema / properties / tree_path / descriptionPrevious 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."
- Changed
create_camera_rig_asset2 fields changed- changed
Input schema / properties / name / descriptionPrevious value: -"Asset name (required)"New value: +"Asset name, e.g. 'CR_Player'; package_path/name must form a valid long package name." - changed
Input schema / properties / package_path / descriptionPrevious value: -"Target content folder (default \"/Game/Cameras\")"New value: +"Content folder as a long package path, e.g. '/Game/Cameras/Rigs' (default \"/Game/Cameras\")."
- Changed
create_composite_data_table4 fields changed- changed
Input schema / properties / package_path / descriptionPrevious 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)." - changed
Input schema / properties / parent_tables / descriptionPrevious 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." - changed
Input schema / properties / row_struct / descriptionPrevious 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." - changed
Input schema / properties / table_name / descriptionPrevious 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."
- Changed
create_locomotion_anim_blueprint6 fields changed- changed
Input schema / properties / add_transitions / descriptionPrevious 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." - changed
Input schema / properties / asset_name / descriptionPrevious 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." - changed
Input schema / properties / machine_name / descriptionPrevious 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." - changed
Input schema / properties / package_path / descriptionPrevious 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)." - changed
Input schema / properties / skeleton_path / descriptionPrevious 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." - changed
Input schema / properties / states / descriptionPrevious 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."
- Changed
create_niagara_system2 fields changed- changed
Input schema / properties / name / descriptionPrevious 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." - changed
Input schema / properties / package_path / descriptionPrevious 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."
- Changed
create_sound_cue2 fields changed- changed
Input schema / properties / name / descriptionPrevious 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." - changed
Input schema / properties / package_path / descriptionPrevious 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."
- Changed
create_usd_stage_actor3 fields changed- changed
Input schema / properties / location / descriptionPrevious 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." - changed
Input schema / properties / name / descriptionPrevious 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." - changed
Input schema / properties / rotation / descriptionPrevious 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])."
- Changed
create_water_body1 field changed- changed
Input schema / properties / water_zone_label / descriptionPrevious 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"
- Changed
cut_geometry_collection_with_planes5 fields changed- changed
Input schema / properties / geometry_collection_path / descriptionPrevious 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)." - changed
Input schema / properties / grout / descriptionPrevious 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)." - changed
Input schema / properties / num_planes / descriptionPrevious 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." - changed
Input schema / properties / random_seed / descriptionPrevious 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." - changed
Input schema / properties / split_islands / descriptionPrevious 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."
- Changed
disconnect_pcg_nodes3 fields changed- changed
Input schema / properties / from_node / descriptionPrevious 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." - changed
Input schema / properties / pcg_graph_path / descriptionPrevious 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." - changed
Input schema / properties / to_node / descriptionPrevious 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."
- Changed
draw_line_to_render_target4 fields changed- changed
Input schema / properties / color / descriptionPrevious 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" - changed
Input schema / properties / end / descriptionPrevious 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" - changed
Input schema / properties / render_target_path / descriptionPrevious value: -"Asset path of the destination render target"New value: +"Asset path of the destination UTextureRenderTarget2D, e.g. \"/Game/RT/RT_Canvas\"" - changed
Input schema / properties / start / descriptionPrevious 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]"
- Changed
duplicate_niagara_module_in_stack4 fields changed- changed
Input schema / properties / emitter_name / descriptionPrevious value: -"Name of the emitter handle."New value: +"Display name of the emitter handle, as get_niagara_emitter_handles lists it." - changed
Input schema / properties / module_name / descriptionPrevious 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'." - changed
Input schema / properties / system_path / descriptionPrevious value: -"Asset path of the Niagara System."New value: +"Content path of the UNiagaraSystem asset, e.g. '/Game/FX/NS_Sparks'." - changed
Input schema / properties / target_index_override / descriptionPrevious 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."
- Changed
export_data_table_as_csv2 fields changed- changed
Input schema / properties / file_path / descriptionPrevious 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." - changed
Input schema / properties / table_path / descriptionPrevious value: -"Full asset path of the DataTable."New value: +"Object or package path of the DataTable asset, e.g. '/Game/Data/DT_Items'."
- Changed
find_duplicate_assets2 fields changed- changed
Input schema / properties / folder_path / descriptionPrevious value: -"Content folder to scan, default /Game"New value: +"Content folder to scan, a package path such as /Game/Characters, default /Game" - changed
Input schema / properties / min_group_size / descriptionPrevious 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)"
- Changed
fire_mass_signal2 fields changed- changed
Input schema / properties / entity_handle / descriptionPrevious 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." - changed
Input schema / properties / signal / descriptionPrevious 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."
- Changed
get_ability_system_component1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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"
- Changed
get_asset_bundle_data1 field changed- changed
Input schema / properties / asset_path / descriptionPrevious 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."
- Changed
get_behavior_tree_status1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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."
- Changed
get_chooser_table_info1 field changed- changed
Input schema / properties / table_path / descriptionPrevious 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."
- Changed
get_component_events2 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious 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'." - changed
Input schema / properties / component_name / descriptionPrevious 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."
- Changed
get_consideration_info3 fields changed- changed
Input schema / properties / consideration_index / descriptionPrevious 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." - changed
Input schema / properties / state_name / descriptionPrevious 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." - changed
Input schema / properties / tree_path / descriptionPrevious 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."
- Changed
get_cvar1 field changed- changed
Input schema / properties / name / descriptionPrevious 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)."
- Changed
get_decal_info1 field changed- changed
Input schema / properties / actor_label / descriptionPrevious 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)."
- Changed
get_game_mode_info2 fields changed- changed
Input schema / properties / game_mode_class / descriptionPrevious 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." - changed
Input schema / properties / game_mode_class_path / descriptionPrevious 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."
- Changed
get_gameplay_effect_components1 field changed- changed
Input schema / properties / gameplay_effect_path / descriptionPrevious 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)."
- Changed
get_gameplay_effect_modifiers1 field changed- changed
Input schema / properties / effect_path / descriptionPrevious 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"
- Changed
get_hlod_layer_info1 field changed- changed
Input schema / properties / hlod_layer_path / descriptionPrevious 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)."
- Changed
get_hlod_layers1 field changed- changed
Input schema / properties / path / descriptionPrevious 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."
- Changed
get_level_sequence_status_runtime1 field changed- changed
Input schema / properties / player_key / descriptionPrevious 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."
- Changed
get_level_sequences2 fields changed- changed
Input schema / properties / max_results / descriptionPrevious 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)." - changed
Input schema / properties / package_path / descriptionPrevious 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\")."
- Changed
get_modulation_generator_info1 field changed- changed
Input schema / properties / generator_path / descriptionPrevious 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."
- Changed
get_niagara_emitter_data_interfaces2 fields changed- changed
Input schema / properties / emitter_name / descriptionPrevious value: -"Name of the emitter handle."New value: +"Display name of the emitter handle, as get_niagara_emitter_handles lists it, e.g. 'Fountain'." - changed
Input schema / properties / system_path / descriptionPrevious 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'."
- Changed
get_niagara_emitter_runtime_summary2 fields changed- changed
Input schema / properties / emitter_name / descriptionPrevious value: -"Name of the emitter handle."New value: +"Display name of the emitter handle, as get_niagara_emitter_handles lists it, e.g. 'Fountain'." - changed
Input schema / properties / system_path / descriptionPrevious 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'."
- Changed
get_pose_search_database_info1 field changed- changed
Input schema / properties / database_path / descriptionPrevious 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)."
- Changed
get_primary_asset_ids_by_type2 fields changed- changed
Input schema / properties / asset_type_name / descriptionPrevious 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." - changed
Input schema / properties / filter / descriptionPrevious 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."
- Changed
get_section_info5 fields changed- changed
Input schema / properties / binding_guid / descriptionPrevious 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." - changed
Input schema / properties / section_index / descriptionPrevious 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." - changed
Input schema / properties / sequence_path / descriptionPrevious 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." - changed
Input schema / properties / track_index / descriptionPrevious 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." - changed
Input schema / properties / track_type / descriptionPrevious 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."
- Changed
get_skeletal_mesh_info1 field changed- changed
Input schema / properties / skeletal_mesh_path / descriptionPrevious 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'."
- Changed
get_skeletal_mesh_morph_targets1 field changed- changed
Input schema / properties / skeletal_mesh_path / descriptionPrevious 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'."
- Changed
get_skeletal_mesh_section_info2 fields changed- changed
Input schema / properties / lod_index / descriptionPrevious 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." - changed
Input schema / properties / skeletal_mesh_path / descriptionPrevious 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'."
- Changed
get_smart_object_component_definition1 field changed- changed
Input schema / properties / actor_label / descriptionPrevious 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"
- Changed
get_smart_object_slots_detail1 field changed- changed
Input schema / properties / definition_path / descriptionPrevious 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"
- Changed
get_trigger_info1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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"
- Changed
get_usd_attribute_time_samples2 fields changed- changed
Input schema / properties / attr_name / descriptionPrevious 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\"." - changed
Input schema / properties / prim_path / descriptionPrevious 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."
- Changed
get_usd_generated_component2 fields changed- changed
Input schema / properties / actor_path / descriptionPrevious 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\"." - changed
Input schema / properties / prim_path / descriptionPrevious 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\"."
- Changed
get_uv_health_report3 fields changed- changed
Input schema / properties / lod_index / descriptionPrevious value: -"LOD index to inspect (default 0)"New value: +"0-based LOD to inspect (default 0), below the total_lods list_uv_channels reports" - changed
Input schema / properties / mesh_path / descriptionPrevious 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" - changed
Input schema / properties / uv_channel / descriptionPrevious 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"
- Changed
get_water_zone_info1 field changed- changed
Input schema / properties / water_zone_label / descriptionPrevious 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"
- Changed
list_automation_tests2 fields changed- changed
Input schema / properties / filter / descriptionPrevious 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." - changed
Input schema / properties / max_results / descriptionPrevious 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."
- Changed
list_modules2 fields changed- changed
Input schema / properties / loaded_only / descriptionPrevious value: -"Only include currently-loaded modules (default false)"New value: +"true keeps only the modules loaded right now (default false)" - changed
Input schema / properties / name_pattern / descriptionPrevious 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"
- Changed
list_tasks2 fields changed- changed
Input schema / properties / state_name / descriptionPrevious 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." - changed
Input schema / properties / tree_path / descriptionPrevious 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."
- Changed
list_usd_prim_attributes1 field changed- changed
Input schema / properties / prim_path / descriptionPrevious 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."
- Changed
list_usd_stage_layers2 fields changed- changed
Input schema / properties / include_session_layers / descriptionPrevious 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." - changed
Input schema / properties / layer_index / descriptionPrevious 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"
- Changed
list_uv_channels2 fields changed- changed
Input schema / properties / lod_index / descriptionPrevious 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" - changed
Input schema / properties / mesh_path / descriptionPrevious 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"
- Changed
load_world_partition_region3 fields changed- changed
Input schema / properties / label / descriptionPrevious 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." - changed
Input schema / properties / max / descriptionPrevious 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." - changed
Input schema / properties / min / descriptionPrevious 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."
- Changed
mute_usd_layer3 fields changed- changed
Input schema / properties / mute_paths / descriptionPrevious 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)." - changed
Input schema / properties / stage_name / descriptionPrevious 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\"." - changed
Input schema / properties / unmute_paths / descriptionPrevious 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)."
- Changed
pause_timeline1 field changed- changed
Input schema / properties / sequence_name / descriptionPrevious 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)."
- Changed
play_sound_at_location5 fields changed- changed
Input schema / properties / location / descriptionPrevious 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." - changed
Input schema / properties / pitch / descriptionPrevious value: -"Optional pitch multiplier; defaults to 1.0"New value: +"Optional pitch multiplier, e.g. 2.0 for an octave up; default 1.0." - changed
Input schema / properties / rotation / descriptionPrevious 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]." - changed
Input schema / properties / sound_path / descriptionPrevious 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)." - changed
Input schema / properties / volume / descriptionPrevious value: -"Optional volume multiplier; defaults to 1.0"New value: +"Optional volume multiplier, e.g. 0.5 for half; default 1.0."
- Changed
poll_delegate_events2 fields changed- changed
Input schema / properties / cursor / descriptionPrevious 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." - changed
Input schema / properties / subscription_id / descriptionPrevious value: -"The id returned by subscribe_to_delegate"New value: +"The subscription_id that subscribe_to_delegate returned, e.g. 3."
- Changed
recompute_mesh_uvs4 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious value: -"DynamicMeshActor name (required)"New value: +"Label or object name of the target DynamicMeshActor in the editor world, e.g. 'DynamicMeshActor_0'." - changed
Input schema / properties / island_source / descriptionPrevious 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." - changed
Input schema / properties / method / descriptionPrevious value: -"flatten method: \"spectral_conformal\" (default), \"conformal\" or \"exp_map\""New value: +"Flatten method: \"spectral_conformal\" (default), \"conformal\" or \"exp_map\"; case-insensitive." - changed
Input schema / properties / uv_channel / descriptionPrevious 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."
- Changed
register_gameplay_debugger_category2 fields changed- changed
Input schema / properties / category_name / descriptionPrevious 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." - changed
Input schema / properties / specs / descriptionPrevious 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\"}]"
- Changed
register_gameplay_tag_event1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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)"
- Changed
register_input_key_mapping5 fields changed- changed
Input schema / properties / mapping_name / descriptionPrevious 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)." - changed
Input schema / properties / new_key / descriptionPrevious 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)." - changed
Input schema / properties / player_controller_name / descriptionPrevious 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." - changed
Input schema / properties / player_index / descriptionPrevious 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." - changed
Input schema / properties / slot / descriptionPrevious 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\"."
- Changed
reimport_asset1 field changed- changed
Input schema / properties / asset_path / descriptionPrevious 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)."
- Changed
remove_ability2 fields changed- changed
Input schema / properties / ability_name / descriptionPrevious 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" - changed
Input schema / properties / actor_name / descriptionPrevious 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"
- Changed
remove_anim_composite_segment2 fields changed- changed
Input schema / properties / composite_path / descriptionPrevious 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)." - changed
Input schema / properties / index / descriptionPrevious 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."
- Changed
remove_anim_conduit3 fields changed- changed
Input schema / properties / anim_blueprint_path / descriptionPrevious value: -"Path to the UAnimBlueprint asset"New value: +"Content path of the UAnimBlueprint (object or package path), e.g. '/Game/Characters/ABP_Hero'." - changed
Input schema / properties / conduit_name / descriptionPrevious 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'." - changed
Input schema / properties / machine_name / descriptionPrevious 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'."
- Changed
remove_anim_curve_name2 fields changed- changed
Input schema / properties / curve_name / descriptionPrevious 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\"." - changed
Input schema / properties / skeleton_path / descriptionPrevious 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."
- Changed
remove_anim_state3 fields changed- changed
Input schema / properties / anim_blueprint_path / descriptionPrevious value: -"Path to the UAnimBlueprint asset"New value: +"Content path of the UAnimBlueprint (object or package path), e.g. '/Game/Characters/ABP_Hero'." - changed
Input schema / properties / machine_name / descriptionPrevious 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'." - changed
Input schema / properties / state_name / descriptionPrevious 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'."
- Changed
remove_anim_transition4 fields changed- changed
Input schema / properties / anim_blueprint_path / descriptionPrevious value: -"Path to the UAnimBlueprint asset"New value: +"Content path of the UAnimBlueprint (object or package path), e.g. '/Game/Characters/ABP_Hero'." - changed
Input schema / properties / machine_name / descriptionPrevious 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'." - changed
Input schema / properties / source_state / descriptionPrevious 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'." - changed
Input schema / properties / target_state / descriptionPrevious value: -"Name of the target state (transition destination)"New value: +"Name of the state or conduit the transition enters (case-insensitive), e.g. 'Run'."
- Changed
remove_bone3 fields changed- changed
Input schema / properties / bone_name / descriptionPrevious value: -"Name of the bone to remove"New value: +"Exact name of the bone to remove, e.g. \"twist_01_l\"." - changed
Input schema / properties / remove_children / descriptionPrevious 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." - changed
Input schema / properties / skeleton_path / descriptionPrevious 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."
- Changed
remove_eqs_generator2 fields changed- changed
Input schema / properties / option_index / descriptionPrevious 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" - changed
Input schema / properties / query_path / descriptionPrevious 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)"
- Changed
remove_evaluator2 fields changed- changed
Input schema / properties / evaluator_index / descriptionPrevious 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." - changed
Input schema / properties / tree_path / descriptionPrevious 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."
- Changed
remove_gameplay_effect2 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious 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" - changed
Input schema / properties / effect_name / descriptionPrevious 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"
- Changed
remove_mass_trait3 fields changed- changed
Input schema / properties / config_path / descriptionPrevious 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)." - changed
Input schema / properties / trait_class / descriptionPrevious 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." - changed
Input schema / properties / trait_index / descriptionPrevious 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."
- Changed
remove_modulation_input_from_patch2 fields changed- changed
Input schema / properties / bus_path / descriptionPrevious 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." - changed
Input schema / properties / patch_path / descriptionPrevious 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."
- Changed
remove_montage_slot3 fields changed- changed
Input schema / properties / montage_path / descriptionPrevious 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'." - changed
Input schema / properties / slot_index / descriptionPrevious 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." - changed
Input schema / properties / slot_name / descriptionPrevious 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."
- Changed
remove_niagara_module_from_stack4 fields changed- changed
Input schema / properties / emitter_name / descriptionPrevious value: -"Name of the emitter handle."New value: +"Display name of the emitter handle, as get_niagara_emitter_handles lists it." - changed
Input schema / properties / module_name / descriptionPrevious 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'." - changed
Input schema / properties / script_group / descriptionPrevious 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." - changed
Input schema / properties / system_path / descriptionPrevious value: -"Asset path of the Niagara System."New value: +"Content path of the UNiagaraSystem asset, e.g. '/Game/FX/NS_Sparks'."
- Changed
remove_notify_track2 fields changed- changed
Input schema / properties / animation_path / descriptionPrevious value: -"Full asset path to the UAnimSequence."New value: +"Object path of the UAnimSequence, e.g. '/Game/Animation/Run_Fwd'." - changed
Input schema / properties / track_name / descriptionPrevious 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'."
- Changed
remove_state3 fields changed- changed
Input schema / properties / state_name / descriptionPrevious 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." - changed
Input schema / properties / tree_path / descriptionPrevious 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." - changed
Input schema / properties / with_descendants / descriptionPrevious 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."
- Changed
remove_state_transition3 fields changed- changed
Input schema / properties / state_name / descriptionPrevious 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." - changed
Input schema / properties / transition_index / descriptionPrevious 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." - changed
Input schema / properties / tree_path / descriptionPrevious 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."
- Changed
remove_state_tree_global_task2 fields changed- changed
Input schema / properties / global_task_index / descriptionPrevious 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." - changed
Input schema / properties / tree_path / descriptionPrevious 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."
- Changed
remove_task3 fields changed- changed
Input schema / properties / state_name / descriptionPrevious 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." - changed
Input schema / properties / task_index / descriptionPrevious 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." - changed
Input schema / properties / tree_path / descriptionPrevious 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."
- Changed
remove_water_body_from_zone2 fields changed- changed
Input schema / properties / water_body_label / descriptionPrevious value: -"Label of the existing AWaterBody actor to unlink"New value: +"Editor label of the AWaterBody actor to unlink, e.g. \"Lake_Main\"" - changed
Input schema / properties / water_zone_label / descriptionPrevious 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\""
- Changed
rename_rig_element4 fields changed- changed
Input schema / properties / control_rig_path / descriptionPrevious 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" - changed
Input schema / properties / element_name / descriptionPrevious 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)" - changed
Input schema / properties / element_type / descriptionPrevious 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" - changed
Input schema / properties / new_name / descriptionPrevious 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"
- Changed
reorder_niagara_modules5 fields changed- changed
Input schema / properties / emitter_name / descriptionPrevious value: -"Name of the emitter handle."New value: +"Display name of the emitter handle, as get_niagara_emitter_handles lists it." - changed
Input schema / properties / module_name / descriptionPrevious 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'." - changed
Input schema / properties / script_group / descriptionPrevious 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." - changed
Input schema / properties / system_path / descriptionPrevious value: -"Asset path of the Niagara System."New value: +"Content path of the UNiagaraSystem asset, e.g. '/Game/FX/NS_Sparks'." - changed
Input schema / properties / target_index / descriptionPrevious 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."
- Changed
run_eqs_query4 fields changed- changed
Input schema / properties / max_items / descriptionPrevious 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" - changed
Input schema / properties / querier_actor / descriptionPrevious 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" - changed
Input schema / properties / query_path / descriptionPrevious 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)" - changed
Input schema / properties / run_mode / descriptionPrevious 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"
- Changed
run_map_check2 fields changed- changed
Input schema / properties / base_libraries / descriptionPrevious 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\"." - changed
Input schema / properties / check_deprecated_only / descriptionPrevious 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)"
- Changed
save_game2 fields changed- changed
Input schema / properties / save_game_class / descriptionPrevious 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" - changed
Input schema / properties / slot_name / descriptionPrevious 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"
- Changed
save_game_to_memory1 field changed- changed
Input schema / properties / save_game_class / descriptionPrevious 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"
- Changed
save_usd_stage1 field changed- changed
Input schema / properties / force / descriptionPrevious 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)."
- Changed
send_gameplay_event_to_actor3 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious 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)" - changed
Input schema / properties / event_tag / descriptionPrevious 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)" - changed
Input schema / properties / payload_magnitude / descriptionPrevious 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)"
- Changed
set_active_culture1 field changed- changed
Input schema / properties / culture_name / descriptionPrevious 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."
- Changed
set_actor_physical_material2 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious 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\"." - changed
Input schema / properties / physical_material_path / descriptionPrevious 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)."
- Changed
set_actor_team2 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious 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'." - changed
Input schema / properties / team_id / descriptionPrevious 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."
- Changed
set_anim_retarget_source1 field changed- changed
Input schema / properties / anim_sequence_path / descriptionPrevious value: -"Object path of the UAnimSequence to mutate."New value: +"Object path of the UAnimSequence to change, e.g. '/Game/Animation/Run_Fwd'."
- Changed
set_audio_3d_settings2 fields changed- changed
Input schema / properties / audio_3d_settings / descriptionPrevious 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." - changed
Input schema / properties / audio_component_name / descriptionPrevious 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)."
- Changed
set_blend_profile_bone5 fields changed- changed
Input schema / properties / bone_name / descriptionPrevious value: -"Bone to scale"New value: +"Exact name of a bone in the skeleton's reference skeleton, e.g. \"spine_01\"." - changed
Input schema / properties / create_if_missing / descriptionPrevious 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." - changed
Input schema / properties / profile_name / descriptionPrevious 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." - changed
Input schema / properties / scale / descriptionPrevious 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)." - changed
Input schema / properties / skeleton_path / descriptionPrevious 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."
- Changed
set_collection_parameter_default4 fields changed- changed
Input schema / properties / collection_path / descriptionPrevious 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." - changed
Input schema / properties / param_name / descriptionPrevious 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." - changed
Input schema / properties / scalar_value / descriptionPrevious 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." - changed
Input schema / properties / vector / descriptionPrevious 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."
- Changed
set_data_layer_debug_color2 fields changed- changed
Input schema / properties / color / descriptionPrevious 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." - changed
Input schema / properties / data_layer_asset_path / descriptionPrevious 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'."
- Changed
set_enum_bitflags1 field changed- changed
Input schema / properties / enum_path / descriptionPrevious 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."
- Changed
set_mass_config_parent2 fields changed- changed
Input schema / properties / config_path / descriptionPrevious 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)." - changed
Input schema / properties / parent_config_path / descriptionPrevious 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."
- Changed
set_mass_spawner_count2 fields changed- changed
Input schema / properties / actor_label / descriptionPrevious 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)." - changed
Input schema / properties / count / descriptionPrevious value: -"New spawn count"New value: +"Number of entities to spawn, an integer such as 100 (a fraction is truncated)."
- Changed
set_mass_spawner_entity_types2 fields changed- changed
Input schema / properties / actor_label / descriptionPrevious 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)." - changed
Input schema / properties / config_paths / descriptionPrevious 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."
- Changed
set_material_usage_flag3 fields changed- changed
Input schema / properties / enabled / descriptionPrevious value: -"Whether to enable (true, default) or disable (false) the flag"New value: +"true (default) turns the flag on, false turns it off." - changed
Input schema / properties / material_path / descriptionPrevious 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'." - changed
Input schema / properties / usage / descriptionPrevious 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."
- Changed
set_modulation_patch_bypass2 fields changed- changed
Input schema / properties / bypass / descriptionPrevious 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." - changed
Input schema / properties / patch_path / descriptionPrevious 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."
- Changed
set_morph_target_deltas4 fields changed- changed
Input schema / properties / deltas / descriptionPrevious 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." - changed
Input schema / properties / lod_index / descriptionPrevious 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." - changed
Input schema / properties / morph_target_name / descriptionPrevious 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'." - changed
Input schema / properties / skeletal_mesh_path / descriptionPrevious 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'."
- Changed
set_niagara_component_fixed_bounds3 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious 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'." - changed
Input schema / properties / max / descriptionPrevious 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]." - changed
Input schema / properties / min / descriptionPrevious 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."
- Changed
set_niagara_module_enabled5 fields changed- changed
Input schema / properties / emitter_name / descriptionPrevious value: -"Name of the emitter handle."New value: +"Display name of the emitter handle, as get_niagara_emitter_handles lists it." - changed
Input schema / properties / enabled / descriptionPrevious value: -"Optional bool; defaults to true"New value: +"Optional bool, the state to set; defaults to true" - changed
Input schema / properties / module_name / descriptionPrevious 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'." - changed
Input schema / properties / script_group / descriptionPrevious value: -"Optional \"spawn\" or \"update\"; defaults to \"update\""New value: +"Optional \"spawn\" or \"update\"; defaults to \"update\", and any other value reads as update." - changed
Input schema / properties / system_path / descriptionPrevious value: -"Asset path of the Niagara System."New value: +"Content path of the UNiagaraSystem asset, e.g. '/Game/FX/NS_Sparks'."
- Changed
set_recast_navmesh_settings12 fields changed- changed
Input schema / properties / agent_height / descriptionPrevious 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" - changed
Input schema / properties / agent_max_slope / descriptionPrevious value: -"Optional float degrees; ARecastNavMesh::AgentMaxSlope (clamped to <= 89)"New value: +"Optional float degrees; ARecastNavMesh::AgentMaxSlope, e.g. 44 (clamped to 0..89)" - changed
Input schema / properties / agent_max_step_height / descriptionPrevious value: -"Optional float; SetAgentMaxStepHeight(Default, v) (>= 0)"New value: +"Optional float, cm; SetAgentMaxStepHeight(Default, v), the highest step agents climb, e.g. 35 (>= 0)" - changed
Input schema / properties / agent_radius / descriptionPrevious 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" - changed
Input schema / properties / cell_height / descriptionPrevious 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)" - changed
Input schema / properties / cell_size / descriptionPrevious 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)" - changed
Input schema / properties / max_simplification_error / descriptionPrevious 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)" - changed
Input schema / properties / merge_region_size / descriptionPrevious value: -"Optional float; ARecastNavMesh::MergeRegionSize (>= 0)"New value: +"Optional float; ARecastNavMesh::MergeRegionSize, regions smaller than this merge with neighbours, e.g. 400 (>= 0)" - changed
Input schema / properties / min_region_area / descriptionPrevious value: -"Optional float; ARecastNavMesh::MinRegionArea (>= 0)"New value: +"Optional float; ARecastNavMesh::MinRegionArea, isolated regions smaller than this are dropped, e.g. 0 (>= 0)" - changed
Input schema / properties / rebuild / descriptionPrevious 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" - changed
Input schema / properties / simplification_elevation_ratio / descriptionPrevious value: -"Optional float; ARecastNavMesh::SimplificationElevationRatio (>= 0)"New value: +"Optional float; ARecastNavMesh::SimplificationElevationRatio, e.g. 0 (>= 0)" - changed
Input schema / properties / tile_size_uu / descriptionPrevious 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)"
- Changed
set_render_job_output5 fields changed- changed
Input schema / properties / format / descriptionPrevious 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." - changed
Input schema / properties / job_name / descriptionPrevious 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." - changed
Input schema / properties / output_dir / descriptionPrevious 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." - changed
Input schema / properties / resolution_x / descriptionPrevious 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." - changed
Input schema / properties / resolution_y / descriptionPrevious 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."
- Changed
set_skeletal_mesh_component_tick1 field changed- changed
Input schema / properties / component_name / descriptionPrevious 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"
- Changed
set_skeletal_mesh_socket_transform5 fields changed- changed
Input schema / properties / location / descriptionPrevious value: -"Optional [x, y, z] relative location"New value: +"Optional [x, y, z] offset from the parent bone, in centimetres." - changed
Input schema / properties / rotation / descriptionPrevious 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." - changed
Input schema / properties / scale / descriptionPrevious value: -"Optional [x, y, z] relative scale"New value: +"Optional [x, y, z] scale relative to the parent bone, e.g. [1, 1, 1]." - changed
Input schema / properties / skeletal_mesh_path / descriptionPrevious 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'." - changed
Input schema / properties / socket_name / descriptionPrevious 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'."
- Changed
set_sound_source_bus_send_info3 fields changed- changed
Input schema / properties / send_index / descriptionPrevious 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)." - changed
Input schema / properties / send_info / descriptionPrevious 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)." - changed
Input schema / properties / ssb_path / descriptionPrevious 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)."
- Changed
set_state_completion_type3 fields changed- changed
Input schema / properties / completion_type / descriptionPrevious 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)." - changed
Input schema / properties / state_name / descriptionPrevious 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." - changed
Input schema / properties / tree_path / descriptionPrevious 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."
- Changed
set_static_mesh_socket_transform5 fields changed- changed
Input schema / properties / location / descriptionPrevious 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)." - changed
Input schema / properties / rotation / descriptionPrevious 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)." - changed
Input schema / properties / scale / descriptionPrevious 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)." - changed
Input schema / properties / socket_name / descriptionPrevious 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." - changed
Input schema / properties / static_mesh_path / descriptionPrevious value: -"Content path to the UStaticMesh asset."New value: +"Package or object path of the UStaticMesh, e.g. \"/Game/Meshes/SM_Crate\"."
- Changed
set_submix_effect_settings2 fields changed- changed
Input schema / properties / settings / descriptionPrevious 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" - changed
Input schema / properties / submix_path / descriptionPrevious value: -"Full content path of the target USoundSubmix"New value: +"Full content path of the target USoundSubmix, e.g. \"/Game/Audio/Submix_Music\""
- Changed
set_timeline_time2 fields changed- changed
Input schema / properties / sequence_name / descriptionPrevious 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)." - changed
Input schema / properties / time / descriptionPrevious 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)."
- Changed
set_trigger_sphere_radius2 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious 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." - changed
Input schema / properties / radius / descriptionPrevious 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."
- Changed
set_usd_edit_target2 fields changed- changed
Input schema / properties / layer_index / descriptionPrevious 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." - changed
Input schema / properties / stage_name / descriptionPrevious 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\"."
- Changed
set_usd_variant_selection4 fields changed- changed
Input schema / properties / prim_path / descriptionPrevious 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\"" - changed
Input schema / properties / stage_name / descriptionPrevious 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\"" - changed
Input schema / properties / variant_name / descriptionPrevious 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)" - changed
Input schema / properties / variant_set_name / descriptionPrevious 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\""
- Changed
set_water_zone_settings2 fields changed- changed
Input schema / properties / render_target_resolution / descriptionPrevious 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)." - changed
Input schema / properties / water_zone_label / descriptionPrevious 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"
- Changed
spawn_player_start3 fields changed- changed
Input schema / properties / location / descriptionPrevious 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." - changed
Input schema / properties / name / descriptionPrevious 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." - changed
Input schema / properties / player_start_tag / descriptionPrevious 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."
- Changed
translate_mesh_uvs4 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious 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." - changed
Input schema / properties / translate_u / descriptionPrevious 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." - changed
Input schema / properties / translate_v / descriptionPrevious 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." - changed
Input schema / properties / uv_channel / descriptionPrevious 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."
- Changed
unregister_input_key_mapping4 fields changed- changed
Input schema / properties / mapping_name / descriptionPrevious 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)." - changed
Input schema / properties / player_controller_name / descriptionPrevious 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." - changed
Input schema / properties / player_index / descriptionPrevious 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." - changed
Input schema / properties / slot / descriptionPrevious 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\"."
325 tool updates
v2.3.0- Added
add_blueprint_timeline_track - Changed
add_chooser_column1 field changed- changed
Input schema / properties / column_type / descriptionPrevious 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."
- Changed
add_comment_node1 field changed- changed
Input schema / properties / text / descriptionPrevious 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\""
- Changed
add_field_node2 fields changed- changed
Input schema / properties / angle / descriptionPrevious 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." - changed
Input schema / properties / node_type / descriptionPrevious 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."
- Added
add_foot_ik_node - Changed
add_function_parameter2 fields changed- changed
Input schema / properties / function_name / descriptionPrevious 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." - changed
Input schema / properties / param_type / descriptionPrevious 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."
- Added
add_mesh_primitive - Added
add_mesh_to_dynamic_mesh - Added
add_physics_asset_body - Added
add_state_transition_condition - Removed
add_transition_condition - Removed
analyze_assets_performance_batch - Removed
append_mesh_primitive - Removed
append_mesh_to_dynamic_mesh - Removed
apply_multiple_gameplay_effects - Added
clear_usd_payloads - Changed
click_pie_widget1 field changed- changed
Input schema / properties / widget_name / descriptionPrevious 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."
- Removed
configure_ai_sight_radius - Removed
configure_asset_streaming - Removed
configure_audio_3d - Removed
configure_light_shadows - Removed
configure_post_processing - Removed
configure_render_output - Removed
configure_replication - Removed
configure_water_zone - Added
connect_metasound_graph_input_to_node - Added
connect_metasound_nodes - Changed
connect_to_material_output1 field changed- changed
Input schema / properties / output_property / descriptionPrevious 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."
- Removed
create_camera - Removed
create_camera_rig_crane - Removed
create_camera_rig_rail - Removed
create_lake_water_body - Added
create_locomotion_anim_blueprint - Removed
create_mass_spawner_actor - Added
create_menu_screen_widget - Removed
create_ocean_water_body - Removed
create_river_water_body - Removed
create_trigger - Added
create_water_body - Removed
create_water_zone - Added
delete_mass_entity - Changed
delete_material_expression3 fields changed- added
Input schema / properties / material_function_pathAdded value: +{ + "description": "Alias of material_path that addresses a UMaterialFunction (or material layer): the node is deleted from the function's graph", + "type": "string" +} - changed
Input schema / properties / material_path / descriptionPrevious 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" - changed
Input schema / requiredPrevious value: -[ - "material_path", - "expression_name" -]New value: +[ + "expression_name" +]
- Removed
destroy_mass_entity - Removed
detect_substrate_enabled - Changed
disconnect_material_expressions3 fields changed- added
Input schema / properties / material_function_pathAdded value: +{ + "description": "Alias of material_path that addresses a UMaterialFunction (or material layer): the input is disconnected inside the function's graph", + "type": "string" +} - changed
Input schema / properties / material_path / descriptionPrevious 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" - changed
Input schema / requiredPrevious value: -[ - "material_path", - "to_expression_name", - "to_input_name" -]New value: +[ + "to_expression_name", + "to_input_name" +]
- Added
disconnect_metasound_nodes - Changed
disconnect_to_material_output1 field changed- changed
Input schema / properties / output_property / descriptionPrevious 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"
- Removed
dump_collision_channels - Removed
edit_anim_notify - Removed
edit_blend_space_sample - Changed
execute_batch1 field changed- changed
Input schema / properties / transaction / descriptionPrevious 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."
- Added
find_assets_by_name - Added
find_gameplay_tags - Added
find_scene_overlaps - Changed
get_actor_properties_by_class1 field changed- changed
Input schema / properties / properties / descriptionPrevious 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."
- Changed
get_actors_in_trigger1 field changed- changed
Input schema / properties / trigger_name / descriptionPrevious 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."
- Added
get_behavior_tree_node_properties - Added
get_blueprint_timeline_info - Changed
get_channel_keyframes3 fields changed- changed
Input schema / properties / binding_guid / descriptionPrevious 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." - changed
Input schema / properties / track_index / descriptionPrevious 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." - changed
Input schema / properties / track_type / descriptionPrevious 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."
- Added
get_chooser_table_info - Added
get_data_table_from_package_file - Removed
get_directional_light_cascade_settings - Removed
get_exponential_height_fog_properties - Removed
get_foliage_type_properties - Removed
get_interchange_pipeline_properties - Added
get_mass_entity_count - Added
get_mcp_audit_report - Added
get_motion_warping_component_info - Removed
get_niagara_system_properties - Added
get_object_info - Added
get_pose_search_database_info - Added
get_pose_search_schema_info - Removed
get_scene_capture_2d_properties - Changed
get_section_info3 fields changed- changed
Input schema / properties / binding_guid / descriptionPrevious 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." - changed
Input schema / properties / track_index / descriptionPrevious 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." - changed
Input schema / properties / track_type / descriptionPrevious value: -"Optional class filter (see set_section_easing)."New value: +"Optional class filter (see set_section_properties)."
- Removed
get_sky_atmosphere_properties - Removed
get_sky_light_properties - Removed
get_sound_attenuation_properties - Removed
get_sound_concurrency_properties - Removed
get_sound_wave_properties - Added
get_subsystem_instance_info - Removed
get_volumetric_cloud_properties - Added
get_widget_animation_tracks - Removed
inspect_chooser_table - Removed
inspect_motion_warping_component - Removed
inspect_object - Removed
inspect_pose_search_database - Removed
inspect_pose_search_schema - Removed
inspect_subsystem_instance - Added
is_substrate_enabled - Added
list_metasound_connections - Added
list_pie_widgets - Changed
move_keyframe3 fields changed- changed
Input schema / properties / binding_guid / descriptionPrevious 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." - changed
Input schema / properties / track_index / descriptionPrevious 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." - changed
Input schema / properties / track_type / descriptionPrevious 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."
- Removed
place_actor_on_terrain - Removed
place_actors_on_terrain - Removed
place_player_start - Removed
query_gameplay_tags - Removed
query_mass_entities - Removed
query_scene_overlaps - Removed
read_data_table_from_package_file - Removed
read_mcp_audit_file - Removed
read_pie_widgets - Added
rebuild_reflection_captures - Added
remove_ai_perception_sense - Added
remove_anim_notify_name - Added
remove_asset_metadata_tag - Added
remove_blueprint_macro - Added
remove_blueprint_timeline_track - Added
remove_camera_node_child - Added
remove_collision_channel - Added
remove_collision_profile - Added
remove_function_local_variable - Added
remove_function_parameter - Changed
remove_keyframe3 fields changed- changed
Input schema / properties / binding_guid / descriptionPrevious 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." - changed
Input schema / properties / track_index / descriptionPrevious 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." - changed
Input schema / properties / track_type / descriptionPrevious 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."
- Added
remove_metasound_interface - Added
remove_montage_segment - Added
remove_niagara_user_parameter - Added
remove_pcg_graph_parameter - Added
remove_physics_asset_body - Added
remove_rigvm_link - Changed
remove_section3 fields changed- changed
Input schema / properties / binding_guid / descriptionPrevious 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." - changed
Input schema / properties / track_index / descriptionPrevious 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." - changed
Input schema / properties / track_type / descriptionPrevious value: -"Optional class filter (see set_section_easing)."New value: +"Optional class filter (see set_section_properties)."
- Changed
remove_sequence_track2 fields changed- added
Input schema / properties / binding_guidAdded 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" +} - changed
Input schema / properties / track_name / descriptionPrevious 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."
- Added
remove_sound_cue_node - Added
remove_sound_mix_class_override - Added
remove_state_transition - Added
remove_state_transition_condition - Added
remove_submix_effect_from_chain - Removed
remove_transition - Removed
remove_transition_condition - Added
remove_usd_variant - Added
remove_usd_variant_set - Added
remove_widget_animation_keyframe - Added
remove_widget_animation_track - Added
remove_widget_from_blueprint - Changed
resolve_asset_by_name1 field changed- changed
Input schema / properties / asset_name / descriptionPrevious 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."
- Added
resume_level_sequence_runtime - Changed
run_automation_test1 field changed- changed
Input schema / properties / test_name / descriptionPrevious 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\")"
- Removed
scaffold_locomotion_animbp - Removed
scaffold_menu_screen - Removed
search_assets_by_pattern - Removed
set_actor_net_cull_distance - Removed
set_actor_net_dormancy - Removed
set_actor_net_priority - Removed
set_actor_net_update_frequency - Removed
set_actor_transforms - Added
set_ai_sight_radius - Removed
set_allow_cinematic_control - Added
set_anim_notify - Added
set_asset_streaming_config - Changed
set_attach_section_rules2 fields changed- changed
Input schema / properties / binding_guid / descriptionPrevious 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." - changed
Input schema / properties / track_index / descriptionPrevious 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."
- Added
set_audio_3d_settings - Changed
set_audio_section_properties2 fields changed- changed
Input schema / properties / looping / descriptionPrevious 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." - changed
Input schema / properties / play_until_finished / descriptionPrevious value: -"SetPlayUntilFinished (omit to leave unchanged)."New value: +"SetPlayUntilFinished (omit to leave unchanged). Needs UE 5.8."
- Added
set_behavior_tree_node_property - Changed
set_binding_channel_keyframe_interpolation3 fields changed- changed
Input schema / properties / binding_guid / descriptionPrevious 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." - changed
Input schema / properties / track_index / descriptionPrevious 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." - changed
Input schema / properties / track_type / descriptionPrevious 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."
- Removed
set_blend_space_properties - Added
set_blend_space_sample - Removed
set_box_slot_properties - Removed
set_camera_fov - Changed
set_camera_node_parameters1 field changed- added
Input schema / properties / child_indexAdded value: +{ + "description": "Optional index of a child of the composite ArrayCameraNode root to edit instead of the root node itself", + "type": "number" +}
- Removed
set_camera_post_process - Removed
set_camera_rig_rail_position - Removed
set_camera_speed - Removed
set_camera_transform - Added
set_chooser_cell - Removed
set_cine_camera_aperture - Removed
set_cine_camera_filmback - Removed
set_cine_camera_focal_length - Removed
set_cine_camera_focus - Removed
set_cine_camera_lens - Removed
set_data_asset_property - Removed
set_decal_color - Removed
set_decal_fade - Removed
set_decal_material - Removed
set_decal_size - Removed
set_decal_sort_order - Removed
set_directional_light_cascade_settings - Removed
set_exponential_height_fog_properties - Removed
set_far_clip_plane - Removed
set_foliage_type_properties - Removed
set_game_view - Removed
set_gameplay_cue_notify_actor_properties - Removed
set_gameplay_cue_notify_static_properties - Added
set_gameplay_effect_component - Removed
set_gameplay_effect_component_asset_tags - Removed
set_gameplay_effect_component_block_ability_tags - Removed
set_gameplay_effect_component_chance_to_apply - Removed
set_gameplay_effect_component_granted_abilities - Removed
set_gameplay_effect_component_target_tag_requirements - Removed
set_gameplay_effect_component_target_tags - Added
set_gameplay_effect_modifier - Removed
set_gameplay_effect_modifier_attribute_based - Removed
set_gameplay_effect_modifier_attribute_curve - Removed
set_gameplay_effect_modifier_attribute_tag_filters - Removed
set_gameplay_effect_modifier_custom - Removed
set_gameplay_effect_modifier_custom_curve - Removed
set_gameplay_effect_modifier_set_by_caller - Removed
set_grid_slot_properties - Added
set_instanced_static_mesh_instance_transform - Removed
set_interchange_pipeline_properties - Removed
set_light_color - Removed
set_light_intensity - Removed
set_light_properties - Removed
set_lumen_gi_quality - Removed
set_marked_frames_locked - Removed
set_material_instance_base_overrides - Changed
set_material_instance_parameter3 fields changed- added
Input schema / properties / associationAdded value: +{ + "description": "Optional, static switch or component mask: GlobalParameter (default), LayerParameter or BlendParameter", + "type": "string" +} - added
Input schema / properties / layer_indexAdded 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" +} - changed
Input schema / properties / param_type / descriptionPrevious 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)"
- Removed
set_material_instance_static_component_mask - Removed
set_material_instance_static_switch - Removed
set_material_layer_parameter - Changed
set_modulation_parameter_settings1 field changed- changed
Input schema / properties / clamp_to_normalized_range / descriptionPrevious value: -"Optional bool; sets Settings.bClampToNormalizedRange"New value: +"Optional bool; sets Settings.bClampToNormalizedRange. Needs UE 5.8."
- Removed
set_montage_properties - Removed
set_motion_warping_component_search_in_anims - Added
set_motion_warping_target - Removed
set_motion_warping_target_bone_name - Removed
set_motion_warping_target_follow_component - Removed
set_motion_warping_target_location_offset - Removed
set_near_clip_plane - Removed
set_niagara_component_bool - Removed
set_niagara_component_color - Removed
set_niagara_component_float - Removed
set_niagara_component_int - Removed
set_niagara_component_matrix - Removed
set_niagara_component_object - Removed
set_niagara_component_position - Removed
set_niagara_component_quat - Added
set_niagara_component_variable - Removed
set_niagara_component_vec2 - Removed
set_niagara_component_vec4 - Removed
set_niagara_component_vector - Removed
set_niagara_effect_type - Removed
set_niagara_emitter_allocation_mode - Removed
set_niagara_emitter_bounds - Removed
set_niagara_emitter_enabled - Removed
set_niagara_emitter_max_gpu_particles - Added
set_niagara_emitter_properties - Removed
set_niagara_emitter_requires_persistent_ids - Removed
set_niagara_emitter_sim_target - Removed
set_niagara_emitter_template_description - Removed
set_niagara_system_deterministic - Removed
set_niagara_system_properties - Removed
set_niagara_system_warmup_tick_count - Removed
set_niagara_system_warmup_tick_delta - Removed
set_niagara_system_warmup_time - Removed
set_pcg_component_properties - Removed
set_physical_material_properties - Removed
set_physics_properties - Changed
set_pie_list_view_items1 field changed- changed
Input schema / properties / widget_name / descriptionPrevious 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."
- Changed
set_pie_widget_focus1 field changed- changed
Input schema / properties / world / descriptionPrevious 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'."
- Changed
set_pie_widget_value1 field changed- changed
Input schema / properties / widget_name / descriptionPrevious 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)."
- Removed
set_playback_range_locked - Removed
set_pose_search_schema_properties - Removed
set_post_process_color_grading - Removed
set_post_process_setting - Removed
set_post_process_volume_settings - Added
set_procedural_mesh_section_vertices - Changed
set_properties3 fields changed- added
Input schema / properties / clampAdded value: +{ + "description": "Clamp each number written to the ClampMin/ClampMax of its property, struct fields and array elements included (default false)", + "type": "boolean" +} - changed
Input schema / properties / object_path / descriptionPrevious 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." - added
Input schema / properties / saveAdded 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" +}
- Removed
set_reflection_capture_properties - Added
set_render_job_output - Removed
set_scene_capture_2d_properties - Removed
set_section_active - Removed
set_section_blend_type - Removed
set_section_color - Removed
set_section_completion_mode - Removed
set_section_easing - Removed
set_section_locked - Removed
set_section_pre_post_rollout - Added
set_section_properties - Changed
set_section_range3 fields changed- changed
Input schema / properties / binding_guid / descriptionPrevious 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...)." - changed
Input schema / properties / track_index / descriptionPrevious 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)." - changed
Input schema / requiredPrevious value: -[ - "sequence_name", - "binding_guid", - "start_frame", - "end_frame" -]New value: +[ + "sequence_name", + "start_frame", + "end_frame" +]
- Removed
set_section_row_index - Removed
set_sequence_display_rate - Removed
set_sequence_playback_range - Added
set_sequence_settings - Removed
set_sequence_view_range - Removed
set_sequence_working_range - Removed
set_show_flag - Changed
set_skeletal_animation_section_parameters3 fields changed- changed
Input schema / properties / binding_guid / descriptionPrevious 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." - changed
Input schema / properties / track_index / descriptionPrevious 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." - changed
Input schema / properties / track_type / descriptionPrevious 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."
- Removed
set_sky_atmosphere_properties - Removed
set_sky_light_properties - Removed
set_sound_attenuation_properties - Removed
set_sound_class_properties - Removed
set_sound_concurrency_properties - Removed
set_sound_wave_properties - Added
set_state_transition - Removed
set_static_mesh_properties - Changed
set_transform_section_mask3 fields changed- changed
Input schema / properties / binding_guid / descriptionPrevious 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." - changed
Input schema / properties / track_index / descriptionPrevious 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." - changed
Input schema / properties / track_type / descriptionPrevious 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)."
- Changed
set_transform_section_quaternion_interpolation2 fields changed- changed
Input schema / properties / binding_guid / descriptionPrevious 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." - changed
Input schema / properties / track_index / descriptionPrevious 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."
- Changed
set_usd_attribute_value1 field changed- changed
Input schema / properties / value / descriptionPrevious 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."
- Changed
set_usd_prim_metadata1 field changed- changed
Input schema / properties / value / descriptionPrevious 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."
- Removed
set_view_type - Removed
set_viewport_camera - Removed
set_viewport_exposure - Removed
set_viewport_fov - Removed
set_viewport_realtime - Added
set_viewport_settings - Removed
set_viewport_view_mode - Removed
set_volumetric_cloud_properties - Added
set_water_zone_settings - Removed
set_widget_slot_properties - Removed
setup_foot_ik - Changed
snap_actor_to_ground1 field changed- changed
Input schema / properties / fallback_heightmap / descriptionPrevious 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."
- Added
snap_actor_to_landscape - Changed
spawn_actor2 fields changed- added
Input schema / properties / propertiesAdded 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" +} - changed
Input schema / properties / type / descriptionPrevious 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."
- Removed
spawn_blueprint_actor - Removed
spawn_box_reflection_capture - Removed
spawn_dynamic_mesh_actor - Removed
spawn_exponential_height_fog - Removed
spawn_field_system_actor - Removed
spawn_nav_link_proxy - Removed
spawn_nav_modifier_volume - Removed
spawn_navmesh_bounds_volume - Removed
spawn_niagara_component - Removed
spawn_pcg_volume - Added
spawn_player_start - Removed
spawn_post_process_volume - Removed
spawn_scene_capture_2d - Removed
spawn_sky_atmosphere - Removed
spawn_sky_light - Removed
spawn_sphere_reflection_capture - Removed
spawn_text_render_actor - Removed
spawn_volumetric_cloud - Added
unload_world_partition_region - Changed
unwrap_mesh_uvs1 field changed- changed
Input schema / properties / respect_polygroups / descriptionPrevious 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."
- Removed
update_instanced_static_mesh_instance_transform - Removed
update_procedural_mesh_section - Removed
update_reflection_captures - Removed
update_transition
27 tool updates
v2.0.2- Changed
add_instanced_static_mesh_component1 field changed- changed
Input schema / properties / static_mesh_path / descriptionPrevious 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."
- Changed
add_motion_warping_component1 field changed- changed
Input schema / properties / actor_path / descriptionPrevious 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."
- Changed
add_spline_component1 field changed- changed
Input schema / properties / points / descriptionPrevious 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"
- Changed
create_procedural_mesh_component2 fields changed- changed
Input schema / properties / actor_label / descriptionPrevious 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." - changed
Input schema / properties / location / descriptionPrevious 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."
- Changed
get_audio_component_properties2 fields changed- added
Input schema / properties / actor_nameAdded 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" +} - changed
Input schema / properties / audio_component_name / descriptionPrevious 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."
- Changed
set_box_slot_properties1 field changed- changed
Input schema / properties / padding / descriptionPrevious 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."
- Changed
set_data_asset_property1 field changed- changed
Input schema / properties / value / descriptionPrevious 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."
- Changed
set_exponential_height_fog_properties1 field changed- changed
Input schema / properties / volumetric_fog_albedo / descriptionPrevious 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)."
- Changed
set_foliage_type_properties6 fields changed- changed
Input schema / properties / cull_distance / descriptionPrevious 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." - changed
Input schema / properties / mobility / descriptionPrevious 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." - changed
Input schema / properties / scale_x / descriptionPrevious 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." - changed
Input schema / properties / scale_y / descriptionPrevious 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." - changed
Input schema / properties / scale_z / descriptionPrevious 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." - changed
Input schema / properties / z_offset / descriptionPrevious 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."
- Changed
set_grid_slot_properties2 fields changed- changed
Input schema / properties / nudge / descriptionPrevious 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." - changed
Input schema / properties / padding / descriptionPrevious 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."
- Changed
set_landscape_grass_type_properties5 fields changed- changed
Input schema / properties / grass_mesh / descriptionPrevious 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." - changed
Input schema / properties / scale_x / descriptionPrevious 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." - changed
Input schema / properties / scale_y / descriptionPrevious 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." - changed
Input schema / properties / scale_z / descriptionPrevious 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." - changed
Input schema / properties / scaling / descriptionPrevious 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."
- Changed
set_pcg_node_properties1 field changed- changed
Input schema / properties / properties / descriptionPrevious 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."
- Changed
set_pose_search_schema_properties1 field changed- changed
Input schema / properties / properties / descriptionPrevious 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."
- Changed
set_reflection_capture_properties2 fields changed- changed
Input schema / properties / box_extent / descriptionPrevious 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." - changed
Input schema / properties / cubemap / descriptionPrevious 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."
- Changed
set_scene_capture_2d_properties3 fields changed- changed
Input schema / properties / capture_source / descriptionPrevious 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" - changed
Input schema / properties / projection_type / descriptionPrevious 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" - changed
Input schema / properties / texture_target / descriptionPrevious 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"
- Changed
set_sky_atmosphere_properties1 field changed- changed
Input schema / properties / ground_albedo / descriptionPrevious 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)."
- Changed
set_sky_light_properties1 field changed- changed
Input schema / properties / occlusion_tint / descriptionPrevious 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)."
- Changed
set_sound_attenuation_properties1 field changed- changed
Input schema / properties / settings / descriptionPrevious 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."
- Changed
set_sound_concurrency_properties1 field changed- changed
Input schema / properties / settings / descriptionPrevious 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."
- Changed
set_sound_wave_properties2 fields changed- changed
Input schema / properties / looping / descriptionPrevious 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." - changed
Input schema / properties / settings / descriptionPrevious 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."
- Changed
set_spline_points1 field changed- changed
Input schema / properties / points / descriptionPrevious 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"
- Changed
set_static_mesh_properties2 fields changed- changed
Input schema / properties / material / descriptionPrevious 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." - changed
Input schema / properties / static_mesh / descriptionPrevious 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"
- Changed
set_volumetric_cloud_properties1 field changed- changed
Input schema / properties / ground_albedo / descriptionPrevious 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)."
- Changed
set_widget_slot_properties4 fields changed- changed
Input schema / properties / anchors / descriptionPrevious 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." - changed
Input schema / properties / offsets / descriptionPrevious 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." - changed
Input schema / properties / position / descriptionPrevious 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." - changed
Input schema / properties / size / descriptionPrevious 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."
- Changed
spawn_decal_actor1 field changed- changed
Input schema / properties / material_path / descriptionPrevious 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."
- Changed
spawn_mass_entities1 field changed- changed
Input schema / properties / count / descriptionPrevious 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."
- Changed
spawn_niagara_component4 fields changed- changed
Input schema / properties / actor_label / descriptionPrevious 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." - changed
Input schema / properties / location / descriptionPrevious value: -"World location [X, Y, Z]."New value: +"Optional world location [X, Y, Z]; the origin when omitted." - changed
Input schema / properties / rotation / descriptionPrevious 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." - changed
Input schema / properties / system_path / descriptionPrevious 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."
6 tool updates
v2.0.1- Changed
get_anim_sequence_info2 fields changed- changed
Input schema / properties / anim_sequence_path / descriptionPrevious value: -"Asset path of the UAnimSequence."New value: +"Asset path of the sequence, e.g. \"/Game/Anims/Run_Fwd\" (package or object path)." - changed
Input schema / properties / sequence_path / descriptionPrevious value: -"Alias of anim_sequence_path."New value: +"Alias of anim_sequence_path; read only when anim_sequence_path is absent."
- Changed
register_interchange_factory1 field changed- changed
Input schema / properties / factory_class_path / descriptionPrevious 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."
- Changed
register_interchange_translator1 field changed- changed
Input schema / properties / translator_class_path / descriptionPrevious 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."
- Changed
remove_trigger1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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."
- Changed
set_interchange_pipeline_properties2 fields changed- changed
Input schema / properties / pipeline_path / descriptionPrevious 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." - changed
Input schema / properties / properties / descriptionPrevious 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."
- Changed
set_interchange_pipeline_stack_default2 fields changed- changed
Input schema / properties / content_or_scene / descriptionPrevious 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." - changed
Input schema / properties / stack_name / descriptionPrevious 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."
805 tool updates
v2.0.0- Removed
add_ability_task - Removed
add_actor_begin_overlap_event - Removed
add_anim_bone_track - Changed
add_anim_float_curve3 fields changed- changed
Input schema / properties / curve_name / descriptionPrevious value: -"Float curve name to add."New value: +"Float curve name to add or rekey." - added
Input schema / properties / curve_typeAdded 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" +} - changed
Input schema / properties / keys / descriptionPrevious 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."
- Added
add_behavior_tree_child - Added
add_behavior_tree_decorator - Added
add_behavior_tree_service - Added
add_blend_space_sample - Removed
add_blendspace_sample - Changed
add_blueprint_function3 fields changed- changed
Input schema / properties / blueprint_name / descriptionPrevious 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)." - changed
Input schema / properties / function_name / descriptionPrevious 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\")." - added
Input schema / properties / node_positionAdded 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" +}
- Removed
add_branch_node - Removed
add_break_struct_node - Removed
add_bt_composite_child - Removed
add_bt_decorator - Removed
add_bt_service - Removed
add_bt_task_child - Removed
add_call_library_function - Changed
add_camera_cut5 fields changed- changed
Input schema / properties / end_frame / descriptionPrevious value: -"Exclusive end frame (must be > start_frame)."New value: +"Optional exclusive end frame (default start_frame + 1); must be > start_frame." - changed
Input schema / properties / sequence_name / descriptionPrevious 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." - added
Input schema / properties / sequence_pathAdded value: +{ + "description": "Alias of sequence_name.", + "type": "string" +} - changed
Input schema / properties / start_frame / descriptionPrevious value: -"Inclusive start frame (tick resolution)."New value: +"Optional inclusive start frame in tick resolution (default 0)." - changed
Input schema / requiredPrevious value: -[ - "sequence_name", - "camera_binding_guid", - "start_frame", - "end_frame" -]New value: +[ + "camera_binding_guid" +]
- Removed
add_camera_cut_section - Removed
add_camera_focus_track - Removed
add_cast_node - Added
add_chooser_column - Removed
add_chooser_column_to_table - Added
add_collection_parameter - Removed
add_collection_scalar_param - Removed
add_collection_vector_param - Removed
add_component_event - Removed
add_custom_event_node - Removed
add_data_table_row - Added
add_evaluator - Removed
add_get_component_by_class_node - Changed
add_graph_node11 fields changed- added
Input schema / properties / compileAdded 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" +} - changed
Input schema / properties / enum_path / descriptionPrevious 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." - changed
Input schema / properties / event_name / descriptionPrevious 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)" - added
Input schema / properties / function_libraryAdded 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" +} - added
Input schema / properties / index_typeAdded value: +{ + "description": "Optional alias of enum_path for node_type=select.", + "type": "string" +} - changed
Input schema / properties / macro_graph_name / descriptionPrevious 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." - added
Input schema / properties / macro_libraryAdded 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" +} - changed
Input schema / properties / node_type / descriptionPrevious 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" - added
Input schema / properties / option_countAdded 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" +} - changed
Input schema / properties / struct_type / descriptionPrevious 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...)" - changed
Input schema / properties / target_class / descriptionPrevious 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."
- Added
add_instanced_static_mesh_instance - Removed
add_ism_instance - Changed
add_keyframe_to_property_track5 fields changed- added
Input schema / properties / arrive_tangentAdded value: +{ + "description": "Optional tangent for interp_mode \"cubic\" (default 0).", + "type": "number" +} - added
Input schema / properties / interp_modeAdded 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" +} - added
Input schema / properties / leave_tangentAdded value: +{ + "description": "Optional tangent for interp_mode \"cubic\" (default 0).", + "type": "number" +} - added
Input schema / properties / property_nameAdded 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" +} - changed
Input schema / properties / time_seconds / descriptionPrevious 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."
- Removed
add_light - Changed
add_list_view7 fields changed- changed
Input schema / properties / entry_widget_class / descriptionPrevious 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)" - changed
Input schema / properties / list_view_name / descriptionPrevious value: -"FName of the new UListView widget"New value: +"FName of the new view widget in the tree; also the idempotency key" - added
Input schema / properties / parent_widget_nameAdded 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" +} - added
Input schema / properties / view_typeAdded value: +{ + "description": "Optional \"List\" (default, UListView), \"Tile\" (UTileView) or \"Tree\" (UTreeView), case-insensitive; anything else is an error", + "type": "string" +} - changed
Input schema / properties / widget_blueprint_name / descriptionPrevious value: -"/Game path of the Widget Blueprint"New value: +"/Game path of the Widget Blueprint, e.g. \"/Game/UI/WBP_Inventory\"" - added
Input schema / properties / widget_nameAdded value: +{ + "description": "Alias of list_view_name, read only when list_view_name is absent", + "type": "string" +} - changed
Input schema / requiredPrevious value: -[ - "widget_blueprint_name", - "list_view_name" -]New value: +[ + "widget_blueprint_name" +]
- Removed
add_macro_instance_node - Removed
add_make_struct_node - Changed
add_mapping_to_context6 fields changed- changed
Input schema / properties / action_name / descriptionPrevious 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." - changed
Input schema / properties / action_path / descriptionPrevious value: -"Asset path of the Input Action"New value: +"Alias of action_name, read only when action_name is absent." - changed
Input schema / properties / context_name / descriptionPrevious 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." - changed
Input schema / properties / context_path / descriptionPrevious value: -"Asset path of the Input Mapping Context"New value: +"Alias of context_name, read only when context_name is absent." - added
Input schema / properties / input_action_pathAdded value: +{ + "description": "Second alias of action_name, read only when action_name and action_path are both absent.", + "type": "string" +} - changed
Input schema / properties / key_name / descriptionPrevious value: -"Input key name (e.g. SpaceBar, Gamepad_FaceButton_Bottom)"New value: +"Alias of key, read only when key is absent (same FKey names)."
- Added
add_mass_tag_to_entity - Removed
add_mass_trait_to_entity - Added
add_metasound_interface - Added
add_metasound_node - Added
add_motion_warping_target - Removed
add_niagara_decal_renderer - Changed
add_niagara_emitter_from_template1 field changed- added
Input schema / properties / emitter_nameAdded 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" +}
- Removed
add_niagara_emitter_handle - Removed
add_niagara_light_renderer - Removed
add_niagara_module_to_graph - Changed
add_niagara_module_to_stack1 field changed- added
Input schema / properties / target_indexAdded 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" +}
- Changed
add_niagara_renderer3 fields changed- changed
Input schema / properties / material_path / descriptionPrevious 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)." - added
Input schema / properties / propertiesAdded 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" +} - changed
Input schema / properties / renderer_type / descriptionPrevious value: -"One of \"Sprite\" / \"Ribbon\" / \"Mesh\" / \"Light\" (case-insensitive)."New value: +"One of \"Sprite\" / \"Ribbon\" / \"Mesh\" / \"Light\" / \"Decal\" (case-insensitive)."
- Removed
add_pose_search_roled_skeleton - Changed
add_property_track1 field changed- changed
Input schema / properties / sequence_name / descriptionPrevious 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."
- Removed
add_rig_bone - Removed
add_rig_control - Added
add_rig_element - Removed
add_rig_null - Removed
add_select_node - Removed
add_sequence_node - Removed
add_simple_collision_to_static_mesh - Added
add_skeleton_socket - Removed
add_socket_to_skeleton_asset - Removed
add_state_evaluator - Changed
add_state_tree_binding1 field changed- changed
Input schema / properties / source_parameter / descriptionPrevious 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)."
- Removed
add_state_tree_global_task_property - Added
add_state_tree_parameter - Added
add_static_mesh_simple_collision - Removed
add_tile_view - Added
add_trace_bookmark - Changed
add_transition_condition2 fields changed- changed
Input schema / properties / transition_index / descriptionPrevious 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" - changed
Input schema / requiredPrevious value: -[ - "tree_path", - "state_name", - "condition_struct" -]New value: +[ + "tree_path", + "state_name", + "transition_index", + "condition_struct" +]
- Removed
add_tree_parameter - Removed
add_tree_view - Removed
add_visibility_track - Removed
add_warp_target_to_component - Removed
add_weighted_value_keyframe - Removed
add_weighted_value_track - Removed
add_widget_extended - Changed
add_widget_to_blueprint1 field changed- changed
Input schema / properties / widget_type / descriptionPrevious 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)"
- Removed
apply_component_property_overrides - Added
assign_runtime_virtual_texture_to_landscape - Removed
assign_rvt_to_landscape - Removed
auto_generate_mesh_uvs - Removed
batch - Removed
batch_delete_actors - Removed
batch_place_actors_on_terrain - Removed
batch_set_actor_transform - Removed
bind_actor_property_to_sequence - Changed
bind_actor_to_sequence2 fields changed- added
Input schema / properties / property_nameAdded 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" +} - added
Input schema / properties / property_typeAdded value: +{ + "description": "Optional, with property_name: one of \"Float\", \"Bool\", \"Vector\", \"Color\", \"Visibility\".", + "type": "string" +}
- Removed
bind_component_property_to_sequence - Changed
bind_component_to_sequence2 fields changed- added
Input schema / properties / property_nameAdded 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" +} - added
Input schema / properties / property_typeAdded value: +{ + "description": "Optional, with property_name: one of \"Float\", \"Bool\", \"Vector\", \"Color\", \"Visibility\".", + "type": "string" +}
- Removed
bookmark - Added
build_anim_state_machine - Removed
build_animation_state_machine - Removed
build_hlod - Removed
build_minimap - Removed
bulk_delete_assets - Removed
bulk_rename_assets - Removed
call_component_function - Changed
call_function12 fields changed- added
Input schema / properties / actorAdded value: +{ + "description": "Alias of object_path.", + "type": "string" +} - changed
Input schema / properties / args / descriptionPrevious 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`." - changed
Input schema / properties / args_json / descriptionPrevious 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." - added
Input schema / properties / class_nameAdded 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" +} - added
Input schema / properties / component_classAdded 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" +} - added
Input schema / properties / functionAdded value: +{ + "description": "Alias of function_name.", + "type": "string" +} - changed
Input schema / properties / object_path / descriptionPrevious 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." - changed
Input schema / properties / parameters / descriptionPrevious 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." - changed
Input schema / properties / params / descriptionPrevious value: -"Alias of `parameters` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `parameters`."New value: +"Alias of parameters." - added
Input schema / properties / use_pie_worldAdded 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" +} - added
Input schema / properties / worldAdded 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" +} - removed
Input schema / requiredRemoved value: -[ - "object_path", - "function_name" -]
- Removed
call_library_function - Removed
call_object_method - Removed
can_redo - Added
can_reset_interchange_actor - Added
can_reset_interchange_world - Added
can_translate_interchange_source_data - Removed
can_undo - Added
capture_high_res_screenshot - Added
capture_object_snapshot - Removed
clear_and_fill_render_target - Removed
clear_collection_params - Removed
clear_data_registry_sources - Removed
clear_ism_instances - Removed
clear_marked_frames - Removed
clear_material_parameter_overrides - Removed
clear_motion_warping_targets - Removed
clear_mpci_parameter_overrides - Removed
clear_undo_barriers - Changed
compile_blueprint1 field changed- changed
Input schema / properties / blueprint_name / descriptionPrevious 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."
- Removed
compute_gc_proximity - Added
compute_geometry_collection_proximity - Removed
configure_ability_tags - Removed
configure_animation_events - Removed
configure_gravity - Removed
configure_plugin_setting - Changed
configure_replication4 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious 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)" - changed
Input schema / properties / replicate_lifecycle / descriptionPrevious 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." - changed
Input schema / properties / replicate_movement / descriptionPrevious value: -"Whether to replicate movement (optional, default true; always applied)"New value: +"Optional: whether to replicate movement (bReplicateMovement); applied only when sent" - changed
Input schema / properties / replicate_physics / descriptionPrevious 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"
- Added
connect_metasound_graph_input_to_output - Added
connect_metasound_node_to_graph_output - Removed
connect_metasound_nodes - Changed
connect_to_material_output1 field changed- changed
Input schema / properties / from_node_id / descriptionPrevious 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)."
- Removed
convert_map_to_world_partition - Added
copy_material_instance_dynamic_parameters - Added
copy_material_instance_parameters - Removed
copy_material_instance_params - Removed
copy_mid_params_from_source - Removed
count_gameplay_tag_references - Removed
count_mass_entities - Removed
create_actor_action_utility - Removed
create_asset_action_utility - Removed
create_attribute_set_asset - Changed
create_attribute_set_blueprint2 fields changed- added
Input schema / properties / attributesAdded 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" +} - added
Input schema / properties / forceAdded 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" +}
- Changed
create_blend_space16 fields changed- added
Input schema / properties / asset_nameAdded value: +{ + "description": "Alias of name.", + "type": "string" +} - added
Input schema / properties / axis_gridAdded value: +{ + "description": "Optional X-axis grid divisions, an integer >= 1 (default: the engine's 4).", + "type": "number" +} - changed
Input schema / properties / axis_max / descriptionPrevious value: -"X-axis maximum value (default 100)"New value: +"X-axis maximum value (default 100; 90 for an aim offset)" - changed
Input schema / properties / axis_min / descriptionPrevious 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." - changed
Input schema / properties / axis_name / descriptionPrevious value: -"X-axis display name (default 'Speed')"New value: +"X-axis display name (default 'Speed'; 'Yaw' for an aim offset)" - added
Input schema / properties / blend_space_typeAdded 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" +} - changed
Input schema / properties / is_1d / descriptionPrevious 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." - added
Input schema / properties / max_valueAdded value: +{ + "description": "Alias of axis_max.", + "type": "number" +} - added
Input schema / properties / min_valueAdded value: +{ + "description": "Alias of axis_min.", + "type": "number" +} - added
Input schema / properties / num_grid_pointsAdded value: +{ + "description": "Alias of axis_grid.", + "type": "number" +} - changed
Input schema / properties / skeleton_path / descriptionPrevious value: -"Asset path of the target Skeleton"New value: +"Asset path of the target Skeleton (default /Engine/EngineMeshes/SkeletalCube_Skeleton)" - added
Input schema / properties / y_axis_gridAdded value: +{ + "description": "Optional Y-axis grid divisions, 2D types only, an integer >= 1 (default: the engine's 4).", + "type": "number" +} - added
Input schema / properties / y_axis_maxAdded value: +{ + "description": "Optional Y-axis maximum, 2D types only (default 100; 90 for an aim offset).", + "type": "number" +} - added
Input schema / properties / y_axis_minAdded value: +{ + "description": "Optional Y-axis minimum, 2D types only (default 0; -90 for an aim offset); must be below y_axis_max.", + "type": "number" +} - added
Input schema / properties / y_axis_nameAdded 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" +} - removed
Input schema / requiredRemoved value: -[ - "name" -]
- Changed
create_blueprint2 fields changed- changed
Input schema / properties / parent_class / descriptionPrevious 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." - added
Input schema / properties / saveAdded 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" +}
- Removed
create_editable_skeletal_mesh - Removed
create_editable_static_mesh - Removed
create_game_instance_class_bp - Removed
create_game_mode_class_bp - Removed
create_game_state_class_bp - Added
create_gameplay_cue_notify - Removed
create_gameplay_cue_notify_actor - Removed
create_gameplay_cue_notify_burst - Removed
create_gameplay_cue_notify_looping - Removed
create_gameplay_cue_notify_static - Added
create_gameplay_effect_asset - Removed
create_gameplay_effect_container - Removed
create_hud_class_bp - Added
create_interchange_pipeline_asset - Changed
create_material_expression3 fields changed- added
Input schema / properties / material_function_pathAdded value: +{ + "description": "Alias of material_path that addresses a UMaterialFunction (or material layer): the node is created inside the function's graph", + "type": "string" +} - changed
Input schema / properties / material_path / descriptionPrevious 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" - changed
Input schema / requiredPrevious value: -[ - "material_path", - "expression_class_name" -]New value: +[ + "expression_class_name" +]
- Changed
create_material_function2 fields changed- changed
Input schema / properties / package_path / descriptionPrevious value: -"/Game package directory, e.g. '/Game/MyGame'"New value: +"/Game package directory, e.g. '/Game/MyGame'; a trailing slash is ignored" - added
Input schema / properties / usageAdded 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" +}
- Removed
create_material_function_expression - Changed
create_material_instance6 fields changed- changed
Input schema / properties / instance_path / descriptionPrevious 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>" - added
Input schema / properties / nameAdded value: +{ + "description": "Alias of instance_name", + "type": "string" +} - added
Input schema / properties / package_pathAdded value: +{ + "description": "Alias of instance_path", + "type": "string" +} - added
Input schema / properties / parameter_overridesAdded 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" +} - changed
Input schema / properties / parent_material_path / descriptionPrevious 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" - removed
Input schema / requiredRemoved value: -[ - "instance_path", - "instance_name", - "parent_material_path" -]
- Removed
create_material_instance_constant - Removed
create_material_layer - Removed
create_material_layer_blend - Removed
create_material_parameter_collection_instance - Removed
create_material_variant - Changed
create_modulation_generator9 fields changed- added
Input schema / properties / amplitudeAdded value: +{ + "description": "Optional, LFO only: amplitude (engine default 1.0).", + "type": "number" +} - added
Input schema / properties / frequencyAdded value: +{ + "description": "Optional, LFO only: frequency in Hz (engine default 1.0).", + "type": "number" +} - added
Input schema / properties / generator_nameAdded value: +{ + "description": "Optional asset name, used with package_path when generator_path is absent.", + "type": "string" +} - changed
Input schema / properties / generator_path / descriptionPrevious 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." - added
Input schema / properties / offsetAdded value: +{ + "description": "Optional, LFO only: output offset (engine default 0.0).", + "type": "number" +} - added
Input schema / properties / package_pathAdded value: +{ + "description": "Optional folder for generator_name (default /Game/MCP); ignored when generator_path is given.", + "type": "string" +} - added
Input schema / properties / phaseAdded value: +{ + "description": "Optional, LFO only: starting phase (engine default 0.0).", + "type": "number" +} - added
Input schema / properties / waveformAdded value: +{ + "description": "Optional, LFO only: shape, case-insensitive: Sine, UpSaw, DownSaw, Square, Triangle, Exponential, Random (RandomSampleHold). Any other value is an error.", + "type": "string" +} - changed
Input schema / requiredPrevious value: -[ - "generator_path", - "generator_class" -]New value: +[ + "generator_class" +]
- Removed
create_modulation_generator_lfo - Removed
create_player_controller_class_bp - Removed
create_player_state_class_bp - Added
create_runtime_virtual_texture - Added
create_runtime_virtual_texture_volume - Removed
create_rvt_asset - Removed
create_rvt_volume - Removed
create_save_game - Removed
create_subsystem_class_bp - Changed
create_trigger1 field changed- changed
Input schema / properties / trigger_type / descriptionPrevious 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."
- Removed
create_volume - Added
cut_geometry_collection_with_planes - Added
delete_actors - Changed
delete_asset1 field changed- added
Input schema / properties / expected_classAdded 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." +}
- Added
delete_assets - Added
delete_blueprint_variable - Removed
delete_bp_variable - Removed
delete_level_sequence - Removed
delete_material_function - Added
delete_mesh_triangles - Removed
delete_meta_sound - Removed
delete_montage_section - Removed
delete_selected_triangles_from_mesh - Removed
delete_state_tree - Removed
delete_triangle_from_mesh - Removed
destroy_all_mass_entities - Changed
destroy_mass_entity3 fields changed- added
Input schema / properties / allAdded 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" +} - changed
Input schema / properties / entity_handle / descriptionPrevious value: -"\"{Index}:{SerialNumber}\" string returned by spawn/query."New value: +"\"{Index}:{SerialNumber}\" string returned by spawn/query. Provide this OR all." - removed
Input schema / requiredRemoved value: -[ - "entity_handle" -]
- Changed
diff_blueprint_components1 field changed- changed
Input schema / properties / components_b / descriptionPrevious 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."
- Removed
diff_blueprint_graphs - Changed
diff_blueprints1 field changed- added
Input schema / properties / graph_nameAdded 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" +}
- Changed
diff_object_snapshots1 field changed- changed
Input schema / properties / snapshot_a / descriptionPrevious 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."
- Removed
disable_plugin - Added
disconnect_metasound_graph_input_from_output - Changed
disconnect_metasound_node_from_graph_output1 field changed- changed
Input schema / properties / graph_output_name / descriptionPrevious 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)."
- Removed
disconnect_metasound_nodes - Removed
discover_input_types - Added
does_foliage_type_exist - Removed
does_save_game_exist - Changed
draw_material_to_render_target2 fields changed- added
Input schema / properties / positionAdded 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" +} - added
Input schema / properties / sizeAdded 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" +}
- Removed
draw_material_to_render_target_region - Removed
duplicate_anim_sequence - Changed
duplicate_asset4 fields changed- changed
Input schema / properties / asset_path / descriptionPrevious 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" - added
Input schema / properties / destination_pathAdded 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" +} - added
Input schema / properties / expected_classAdded 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." +} - added
Input schema / properties / if_existsAdded 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" +}
- Changed
duplicate_material_expression1 field changed- changed
Input schema / properties / node_id / descriptionPrevious 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)."
- Added
duplicate_material_parameter_collection - Removed
duplicate_mpc - Added
edit_blend_space_sample - Removed
edit_blendspace_sample - Removed
editor_status - Removed
enable_plugin - Added
end_timing_region - Changed
evaluate_chooser_table2 fields changed- added
Input schema / properties / all_resultsAdded value: +{ + "description": "Optional bool, default false: true evaluates with EvaluateChooserMulti and returns every matching result in results.", + "type": "boolean" +} - changed
Input schema / properties / object_class / descriptionPrevious 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."
- Removed
evaluate_chooser_table_multi - Added
execute_batch - Removed
export_asset_data - Removed
find_blueprint_assets_by_class - Changed
find_free_input_key1 field changed- changed
Input schema / properties / bindable_only / descriptionPrevious 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."
- Removed
find_gameplay_tag - Removed
flush_net_dormancy - Removed
foliage_type_exists - Removed
force_net_update - Removed
frame_timing - Changed
generate_asset_report1 field changed- added
Input schema / properties / visible_onlyAdded 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" +}
- Removed
generate_mesh_uvs - Removed
get_ability_activation_info - Added
get_ability_asset_tags - Removed
get_action_mappings - Removed
get_active_culture - Removed
get_actor_net_cull_distance - Removed
get_actor_net_update_frequency - Changed
get_actor_properties_by_class1 field changed- changed
Input schema / properties / properties / descriptionPrevious 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."
- Removed
get_actor_references - Changed
get_actor_replication_info3 fields changed- changed
Input schema / properties / actor_label / descriptionPrevious value: -"Label of the actor in the editor world."New value: +"Alias of actor_name." - added
Input schema / properties / actor_nameAdded value: +{ + "description": "Object name or label of the actor in the editor world (first match).", + "type": "string" +} - removed
Input schema / requiredRemoved value: -[ - "actor_label" -]
- Changed
get_actors_in_trigger1 field changed- changed
Input schema / properties / trigger_name / descriptionPrevious 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."
- Removed
get_all_gameplay_tags - Changed
get_all_primary_asset_types1 field changed- added
Input schema / properties / asset_type_nameAdded value: +{ + "description": "Optional name of one primary asset type (e.g. \"Item\") to read alone; omitted lists every registered type.", + "type": "string" +}
- Removed
get_allow_cinematic_control - Changed
get_anim_blueprint_info1 field changed- changed
Input schema / properties / anim_blueprint_path / descriptionPrevious value: -"Path to the UAnimBlueprint asset"New value: +"Object path, package path or short name of the UAnimBlueprint asset"
- Removed
get_anim_curve_names - Changed
get_anim_sequence_info2 fields changed- added
Input schema / properties / sequence_pathAdded value: +{ + "description": "Alias of anim_sequence_path.", + "type": "string" +} - removed
Input schema / requiredRemoved value: -[ - "anim_sequence_path" -]
- Changed
get_anim_state_machine_info1 field changed- changed
Input schema / properties / state_machine_name / descriptionPrevious 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)."
- Removed
get_animation_blueprint_info - Changed
get_asset_by_name2 fields changed- changed
Input schema / properties / asset_name / descriptionPrevious 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" - added
Input schema / properties / include_tagsAdded 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" +}
- Removed
get_asset_dependents - Removed
get_asset_disk_size - Added
get_asset_file_info - Removed
get_asset_file_size - Removed
get_asset_last_modified - Removed
get_asset_metadata - Changed
get_asset_referencers5 fields changed- added
Input schema / properties / asset_nameAdded value: +{ + "description": "Alias of asset_path.", + "type": "string" +} - added
Input schema / properties / dependency_typeAdded 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" +} - added
Input schema / properties / exclude_engineAdded 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" +} - changed
Input schema / properties / include_soft_references / descriptionPrevious 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'." - removed
Input schema / requiredRemoved value: -[ - "asset_path" -]
- Changed
get_assets_by_names3 fields changed- changed
Input schema / properties / asset_names / descriptionPrevious 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)" - added
Input schema / properties / include_tagsAdded 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" +} - added
Input schema / properties / max_resultsAdded 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" +}
- Changed
get_assets_by_tag1 field changed- changed
Input schema / properties / tag_name / descriptionPrevious 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."
- Removed
get_assets_metadata_batch - Removed
get_available_keys - Removed
get_axis_mappings - Removed
get_binding_tracks - Removed
get_blackboard_component - Changed
get_blackboard_data1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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"
- Removed
get_blackboard_keys - Removed
get_blackboard_keys_asset - Added
get_blend_space_samples - Removed
get_blendspace_samples - Removed
get_blueprint_children - Changed
get_blueprint_components5 fields changed- changed
Input schema / properties / blueprint_name / descriptionPrevious 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" - added
Input schema / properties / component_classAdded 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" +} - added
Input schema / properties / include_inheritedAdded value: +{ + "description": "Include components inherited from ancestor Blueprint classes (default true)", + "type": "boolean" +} - added
Input schema / properties / include_nativeAdded value: +{ + "description": "Include C++/native components from the CDO (default true)", + "type": "boolean" +} - added
Input schema / properties / max_resultsAdded value: +{ + "description": "Cap on components returned, 1..10000 (default 1000)", + "type": "number" +}
- Removed
get_blueprint_components_list - Changed
get_blueprint_debug_info3 fields changed- added
Input schema / properties / function_nameAdded 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" +} - added
Input schema / properties / include_compositesAdded 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" +} - added
Input schema / properties / include_graph_listingAdded 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" +}
- Changed
get_blueprint_functions6 fields changed- changed
Input schema / properties / blueprint_name / descriptionPrevious 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." - added
Input schema / properties / filter_typeAdded 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" +} - added
Input schema / properties / include_interface_graphsAdded value: +{ + "description": "Optional bool (default true): list ImplementedInterfaces[].Graphs (graph_type='interface').", + "type": "boolean" +} - added
Input schema / properties / include_macrosAdded value: +{ + "description": "Optional bool (default true): list MacroGraphs (graph_type='macro').", + "type": "boolean" +} - changed
Input schema / properties / include_ubergraphs / descriptionPrevious 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." - added
Input schema / properties / max_resultsAdded value: +{ + "description": "Optional maximum number of entries to return, 1..10000 (default 1000); results_truncated says whether any were left out.", + "type": "number" +}
- Removed
get_blueprint_functions_list - Removed
get_blueprint_scs_tree - Changed
get_blueprint_variables2 fields changed- changed
Input schema / properties / blueprint_name / descriptionPrevious 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`." - added
Input schema / properties / max_resultsAdded value: +{ + "description": "Optional maximum number of variables to return, 1..10000 (default 1000); results_truncated says whether any were left out.", + "type": "number" +}
- Removed
get_blueprint_variables_list - Removed
get_camera_fov - Removed
get_camera_transform - Changed
get_cameras1 field changed- added
Input schema / properties / camera_nameAdded value: +{ + "description": "Optional camera to report alone, matched by actor name or label; a camera without a camera component reports fov 90", + "type": "string" +}
- Changed
get_class_hierarchy1 field changed- changed
Input schema / properties / class_name / descriptionPrevious 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."
- Changed
get_collection_info2 fields changed- added
Input schema / properties / param_nameAdded value: +{ + "description": "Optional: list only the parameter with this name, and report found", + "type": "string" +} - added
Input schema / properties / param_typeAdded value: +{ + "description": "Optional \"scalar\" or \"vector\": list only that kind. Any other value is an error", + "type": "string" +}
- Removed
get_collection_param_info - Removed
get_compile_errors - Changed
get_component_state_tree_path1 field changed- changed
Input schema / properties / actor_label / descriptionPrevious value: -"Actor label/name to inspect"New value: +"Editor label or object name of the actor to inspect"
- Changed
get_condition_info1 field changed- changed
Input schema / properties / condition_index / descriptionPrevious 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)."
- Added
get_control_bus_info - Changed
get_culture_info2 fields changed- changed
Input schema / properties / culture_name / descriptionPrevious 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." - removed
Input schema / requiredRemoved value: -[ - "culture_name" -]
- Removed
get_data_layer_asset_info - Changed
get_data_layer_assets2 fields changed- added
Input schema / properties / data_layer_asset_pathAdded 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" +} - changed
Input schema / properties / path / descriptionPrevious 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."
- Removed
get_data_registry_source_count - Changed
get_data_table_row2 fields changed- added
Input schema / properties / include_export_textAdded value: +{ + "description": "Optional bool, default false: add fields, {column: ExportText string} for every cell.", + "type": "boolean" +} - added
Input schema / properties / include_native_jsonAdded value: +{ + "description": "Optional bool, default false: add row_json, the row as UE's native DataTable JSON string.", + "type": "boolean" +}
- Removed
get_data_table_row_as_json - Changed
get_dynamic_mesh_info1 field changed- added
Input schema / properties / uv_channelAdded 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" +}
- Added
get_editor_status - Removed
get_engine_settings - Removed
get_engine_stats - Removed
get_frame_count - Added
get_frame_timing - Removed
get_game_instance_info - Changed
get_gameplay_tag_info1 field changed- changed
Input schema / properties / tag_name / descriptionPrevious value: -"Name of the gameplay tag to get info for"New value: +"Name of the gameplay tag to look up"
- Removed
get_gameplay_tag_source - Removed
get_gameplay_tags_manager - Removed
get_gc_hierarchy_info - Added
get_geometry_collection_hierarchy - Changed
get_graph_nodes1 field changed- added
Input schema / properties / node_idAdded 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" +}
- Removed
get_ik_retarget_chain_details - Changed
get_ik_rig_info2 fields changed- added
Input schema / properties / chain_nameAdded 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" +} - changed
Input schema / properties / ik_rig_path / descriptionPrevious value: -"Path to the UIKRigDefinition asset"New value: +"Path to the UIKRigDefinition asset (an IK Rig, not an IK Retargeter)"
- Removed
get_ik_solver_bones - Removed
get_ik_solver_settings - Changed
get_input_mapping_context4 fields changed- changed
Input schema / properties / context_path / descriptionPrevious 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." - added
Input schema / properties / ctx_pathAdded value: +{ + "description": "Alias of context_path, read only when context_path is absent.", + "type": "string" +} - added
Input schema / properties / mapping_indexAdded 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" +} - removed
Input schema / requiredRemoved value: -[ - "context_path" -]
- Added
get_instanced_static_mesh_instance_info - Added
get_interchange_asset_import_data - Added
get_interchange_pipeline_properties - Added
get_interchange_project_settings - Added
get_interchange_supported_formats - Removed
get_is_dense_mesh - Removed
get_ism_instance_info - Added
get_level_widget_properties - Removed
get_mass_spawner_count - Removed
get_mass_spawner_entity_types - Removed
get_material_all_parameters - Removed
get_material_default_parameter - Removed
get_material_expressions - Removed
get_material_function_graph - Added
get_material_function_info - Removed
get_material_function_inputs - Changed
get_material_graph_info3 fields changed- added
Input schema / properties / material_function_pathAdded value: +{ + "description": "Alias of material_path that addresses a UMaterialFunction (or material layer / layer blend)", + "type": "string" +} - changed
Input schema / properties / material_path / descriptionPrevious 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" - removed
Input schema / requiredRemoved value: -[ - "material_path" -]
- Removed
get_material_instance_base_overrides - Added
get_material_instance_info - Removed
get_material_instance_param_overridden - Added
get_material_instance_parameter_overridden - Removed
get_material_instance_params - Removed
get_material_instance_parent - Removed
get_material_instance_static_component_mask - Removed
get_material_instance_static_switch - Removed
get_material_layer_info - Removed
get_material_layer_parameter - Removed
get_material_param_info - Added
get_material_parameter_collection_instance_info - Added
get_material_parameters - Added
get_material_referencers - Removed
get_material_static_switch_parameters - Removed
get_material_usage - Removed
get_mesh_bounding_box - Removed
get_mesh_connected_components - Removed
get_mesh_has_attribute_set - Removed
get_mesh_is_closed - Removed
get_mesh_open_border_loops - Removed
get_mesh_selection_bounds - Removed
get_mesh_triangle_count - Removed
get_mesh_uv_area - Removed
get_mesh_uv_channel_count - Removed
get_mesh_vertex_count - Removed
get_mesh_volume_area - Removed
get_mesh_volume_area_center - Removed
get_meta_sound_node_info - Removed
get_meta_sound_node_input_default - Removed
get_meta_sound_node_property - Removed
get_metasound_graph_info - Changed
get_metasound_info1 field changed- added
Input schema / properties / include_defaultsAdded 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" +}
- Added
get_metasound_node_info - Added
get_metasound_node_property - Removed
get_metasound_preset_parameters - Removed
get_mid_all_params - Removed
get_modulation_info - Removed
get_mpci_info - Removed
get_navigation_info - Removed
get_near_clip_plane - Removed
get_net_priority - Removed
get_net_role - Changed
get_network_info1 field changed- added
Input schema / properties / role_filterAdded 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" +}
- Removed
get_network_settings - Removed
get_niagara_data_interface_info - Changed
get_niagara_data_interfaces1 field changed- added
Input schema / properties / parameter_nameAdded value: +{ + "description": "Optional short name (no \"User.\" prefix, case-insensitive) of one data interface user parameter to return.", + "type": "string" +}
- Removed
get_niagara_emitter_handle_info - Changed
get_niagara_emitter_handles2 fields changed- added
Input schema / properties / emitter_indexAdded 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" +} - added
Input schema / properties / emitter_nameAdded value: +{ + "description": "Optional display name of one handle to return (case-insensitive); when non-empty it wins over emitter_index.", + "type": "string" +}
- Removed
get_niagara_emitter_sim_target - Removed
get_niagara_module_info - Removed
get_niagara_module_stack - Removed
get_niagara_scalability_settings - Removed
get_niagara_system_warmup_time - Removed
get_node_pin_info - Removed
get_notify_track_names - Removed
get_num_connected_islands - Removed
get_num_extended_polygroup_layers - Removed
get_num_open_border_edges - Removed
get_num_uv_islands - Removed
get_object_class - Removed
get_post_process_volume_settings - Removed
get_primary_asset_cook_rules - Removed
get_primary_asset_id_from_path - Removed
get_primary_asset_type_info - Changed
get_primary_asset_types1 field changed- added
Input schema / properties / primary_asset_typeAdded 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" +}
- Removed
get_procedural_mesh_section_visible - Changed
get_properties4 fields changed- changed
Input schema / properties / object_path / descriptionPrevious 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)." - added
Input schema / properties / property_nameAdded value: +{ + "description": "Optional single property to read, added to property_names.", + "type": "string" +} - changed
Input schema / properties / property_names / descriptionPrevious 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." - changed
Input schema / requiredPrevious value: -[ - "object_path", - "property_names" -]New value: +[ + "object_path" +]
- Removed
get_property_value - Removed
get_render_target_2d_array_info - Removed
get_render_target_cube_info - Removed
get_replication_info - Removed
get_river_spline_points - Added
get_runtime_virtual_texture_info - Removed
get_rvt_info - Removed
get_save_game_info - Changed
get_sequence_bindings2 fields changed- added
Input schema / properties / binding_guidAdded 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" +} - added
Input schema / properties / kindAdded value: +{ + "description": "Optional 'all' (default), 'possessable' or 'spawnable' (case-insensitive): which bindings to list.", + "enum": [ + "all", + "possessable", + "spawnable" + ], + "type": "string" +}
- Removed
get_sequence_duration - Removed
get_sequence_frame_rate - Removed
get_sequence_master_tracks - Removed
get_sequence_possessables - Removed
get_sequence_spawnables - Removed
get_sequence_track_count - Changed
get_sequence_tracks3 fields changed- changed
Input schema / properties / sequence_name / descriptionPrevious value: -"Name of the target level sequence"New value: +"Name of the target level sequence, or its /Game path" - added
Input schema / properties / sequence_pathAdded value: +{ + "description": "Alias of sequence_name", + "type": "string" +} - removed
Input schema / requiredRemoved value: -[ - "sequence_name" -]
- Removed
get_skeleton_asset_info - Changed
get_skeleton_info3 fields changed- changed
Input schema / properties / load_full_data / descriptionPrevious 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)" - added
Input schema / properties / skeleton_pathAdded value: +{ + "description": "Alias of skeleton_name.", + "type": "string" +} - removed
Input schema / requiredRemoved value: -[ - "skeleton_name" -]
- Removed
get_smart_object_info - Removed
get_sound_class_hierarchy - Removed
get_state_theme_colors - Changed
get_state_tree_info1 field changed- added
Input schema / properties / root_stateAdded 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" +}
- Added
get_state_tree_theme_colors - Added
get_static_mesh_geometry_stats - Changed
get_static_mesh_info1 field changed- changed
Input schema / properties / static_mesh_path / descriptionPrevious value: -"Content path to the UStaticMesh asset."New value: +"Package or object path of the UStaticMesh asset, e.g. \"/Game/Meshes/SM_Crate\"."
- Removed
get_static_mesh_lightmap - Removed
get_static_mesh_sockets - Changed
get_string_table_entries1 field changed- added
Input schema / properties / keyAdded value: +{ + "description": "Optional entry key: list only that entry and report entry_exists", + "type": "string" +}
- Removed
get_string_table_metadata - Removed
get_subsystem_class_info - Removed
get_subsystem_instance - Removed
get_texture_array_info - Changed
get_texture_info1 field changed- changed
Input schema / properties / texture_path / descriptionPrevious 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\")"
- Removed
get_trigger_overlap_count - Removed
get_usd_layer_info - Removed
get_usd_variant_set_info - Removed
get_view_type - Removed
get_viewport_exposure - Removed
get_viewport_fov - Added
get_water_body_spline_points - Removed
get_water_body_wave_info - Removed
get_widget_hierarchy - Removed
get_widget_properties - Removed
get_world_net_mode - Removed
get_world_partition_runtime_hash - Removed
get_world_settings_detail - Removed
has_all_gameplay_tags - Removed
has_any_gameplay_tags - Removed
has_foliage_instances - Added
has_gameplay_tags - Removed
has_none_gameplay_tags - Removed
has_tag - Removed
high_res_screenshot - Removed
implement_interface_function - Removed
import_asset - Added
import_interchange_asset - Changed
import_sound_file1 field changed- changed
Input schema / properties / replace_existing / descriptionPrevious 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."
- Changed
import_texture_file3 fields changed- changed
Input schema / properties / file_path / descriptionPrevious 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." - changed
Input schema / properties / package_path / descriptionPrevious value: -"Destination content folder, e.g. /Game/Imported."New value: +"Destination content folder, e.g. /Game/Imported. Must start with '/'." - changed
Input schema / properties / replace_existing / descriptionPrevious 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."
- Removed
inspect_material_instance_constant - Changed
inspect_object2 fields changed- added
Input schema / properties / include_propertiesAdded value: +{ + "description": "Optional bool (default true). false skips the properties and the components list, leaving identity and class only.", + "type": "boolean" +} - added
Input schema / properties / include_property_metadataAdded 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" +}
- Changed
inspect_subsystem_instance5 fields changed- added
Input schema / properties / class_nameAdded value: +{ + "description": "Alias of subsystem_class.", + "type": "string" +} - added
Input schema / properties / include_propertiesAdded value: +{ + "description": "Optional bool (default true). false returns the instance's identity only, with no properties walk.", + "type": "boolean" +} - changed
Input schema / properties / lifetime / descriptionPrevious 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)." - changed
Input schema / properties / subsystem_class / descriptionPrevious 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." - changed
Input schema / requiredPrevious value: -[ - "subsystem_class", - "lifetime" -]New value: +[ + "lifetime" +]
- Removed
interchange_can_reset_actor - Removed
interchange_can_reset_world - Removed
interchange_can_translate_source_data - Removed
interchange_create_pipeline_asset - Removed
interchange_get_asset_import_data - Removed
interchange_get_node_container - Removed
interchange_get_pipeline_properties - Removed
interchange_get_pipelines - Removed
interchange_get_project_settings - Removed
interchange_get_supported_formats - Removed
interchange_import_asset - Removed
interchange_module_status - Removed
interchange_register_factory - Removed
interchange_register_translator - Removed
interchange_reimport_asset - Removed
interchange_reset_actors - Removed
interchange_reset_level_asset - Removed
interchange_reset_scene_import_asset - Removed
interchange_save_pipeline - Removed
interchange_set_pipeline_properties - Removed
interchange_set_pipeline_stack_default - Removed
interchange_set_pipelines - Removed
is_bvh_valid_for_mesh - Removed
is_skeleton_shared - Removed
is_subsystem_class_active - Removed
list_active_regions - Removed
list_anim_state_machines - Changed
list_cvars3 fields changed- changed
Input schema / properties / filter / descriptionPrevious 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." - added
Input schema / properties / include_commandsAdded value: +{ + "description": "Optional bool (default false): also list console commands, entries with a name and help but no value.", + "type": "boolean" +} - added
Input schema / properties / prefixAdded value: +{ + "description": "Optional name prefix, case-insensitive, e.g. \"r.Shadow.\" or \"t.\"; when given only names starting with it are listed.", + "type": "string" +}
- Removed
list_cvars_with_prefix - Removed
list_data_registry_sources - Changed
list_derived_classes4 fields changed- changed
Input schema / properties / base_class / descriptionPrevious 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." - added
Input schema / properties / include_nativeAdded value: +{ + "description": "Include native C++ subclasses (default true); false lists only Blueprint classes", + "type": "boolean" +} - added
Input schema / properties / max_resultsAdded value: +{ + "description": "Optional cap on classes returned, 1..100000 (absent: no cap); results_truncated says whether any were left out", + "type": "number" +} - added
Input schema / properties / package_pathAdded 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" +}
- Removed
list_geometry_collection_bones - Removed
list_global_tasks - Removed
list_input_modifier_types - Removed
list_input_trigger_types - Removed
list_input_triggers - Added
list_input_types - Changed
list_instance_overrides1 field changed- changed
Input schema / properties / include_components / descriptionPrevious 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)."
- Removed
list_mass_signals - Added
list_mass_tag_types - Removed
list_mass_trait_types - Removed
list_meta_sound_node_types - Removed
list_meta_sound_nodes - Removed
list_meta_sound_references - Removed
list_meta_sounds - Added
list_metasound_node_types - Added
list_metasound_nodes - Changed
list_niagara_modules2 fields changed- added
Input schema / properties / module_nameAdded 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" +} - changed
Input schema / properties / script_group / descriptionPrevious value: -"Optional \"spawn\" or \"update\"; defaults to \"update\"."New value: +"Optional \"spawn\", \"update\" or \"all\" (both stacks); defaults to \"update\"."
- Removed
list_niagara_simulation_stages - Removed
list_object_properties - Removed
list_replicated_actors - Added
list_state_tree_bindings - Added
list_state_tree_global_tasks - Removed
list_states - Removed
list_subsystem_classes - Changed
list_subsystem_instances2 fields changed- added
Input schema / properties / class_nameAdded 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" +} - changed
Input schema / properties / lifetime / descriptionPrevious value: -"Optional filter: \"Engine\"|\"Editor\"|\"GameInstance\"|\"World\" (case-insensitive)"New value: +"Optional filter: \"Engine\"|\"Editor\"|\"GameInstance\"|\"World\"|\"LocalPlayer\" (case-insensitive)"
- Added
list_timing_regions - Removed
list_transitions - Removed
list_tree_bindings - Removed
list_tree_parameters - Changed
list_usd_stage_layers2 fields changed- changed
Input schema / properties / include_session_layers / descriptionPrevious 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." - added
Input schema / properties / layer_indexAdded value: +{ + "description": "Optional 0-based index into the layer stack (the root layer is 0); report only that layer", + "type": "number" +}
- Changed
list_usd_variant_sets1 field changed- added
Input schema / properties / variant_set_nameAdded value: +{ + "description": "Optional name of the one variant set to report", + "type": "string" +}
- Removed
list_warp_targets_on_component - Changed
list_widget_types1 field changed- removed
Input schema / properties / familyRemoved value: -{ - "description": "Optional \"basic\" | \"extended\" (default \"extended\")", - "type": "string" -}
- Removed
load_game_async - Changed
load_level3 fields changed- added
Input schema / properties / default_templateAdded 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" +} - changed
Input schema / properties / filename / descriptionPrevious 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." - removed
Input schema / requiredRemoved value: -[ - "filename" -]
- Removed
map_input_action - Removed
metasound_add_interface - Removed
metasound_add_node_by_classname - Removed
metasound_connect_node_to_graph_output - Removed
metasound_set_input_default - Removed
metasound_set_node_input_default - Changed
move_actors_to_level1 field changed- changed
Input schema / properties / actor_names / descriptionPrevious 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)."
- Removed
new_level - Removed
overlap_scene - Removed
override_interface_member - Added
place_actors_on_terrain - Removed
plane_cut_fracture - Removed
profile_blueprint_execution - Changed
query_gameplay_tags2 fields changed- added
Input schema / properties / count_onlyAdded value: +{ + "description": "Optional bool, default false: return count (and manager_valid) without the matching_tags list", + "type": "boolean" +} - changed
Input schema / properties / query_tag / descriptionPrevious 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"
- Added
query_scene_overlaps - Added
read_data_table_from_package_file - Removed
read_data_table_row_complex - Removed
read_datatable_from_package_file - Removed
rebuild_mesh_bvh - Changed
redo1 field changed- added
Input schema / properties / countAdded 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" +}
- Removed
redo_multiple - Removed
regenerate_collection_param_id - Added
regenerate_collection_parameter_id - Removed
region_end - Removed
region_start - Added
register_interchange_factory - Added
register_interchange_translator - Added
reimport_interchange_asset - Removed
remove_all_foliage_for_type - Removed
remove_anim_blueprint - Removed
remove_anim_composite - Removed
remove_anim_montage - Removed
remove_anim_sequence - Added
remove_behavior_tree_child - Added
remove_behavior_tree_decorator - Added
remove_behavior_tree_service - Removed
remove_blend_space - Added
remove_blend_space_sample - Removed
remove_blendspace_1d - Removed
remove_blendspace_sample - Removed
remove_blueprint_component_node - Removed
remove_bt_composite_child - Removed
remove_bt_decorator - Removed
remove_bt_service - Removed
remove_bt_task_child - Removed
remove_collection_param - Added
remove_collection_parameter - Changed
remove_data_registry_source3 fields changed- added
Input schema / properties / allAdded 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" +} - changed
Input schema / properties / data_table_path / descriptionPrevious 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." - changed
Input schema / properties / source_index / descriptionPrevious 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."
- Removed
remove_foliage_in_radius - Added
remove_foliage_instances - Removed
remove_hlod_layer - Added
remove_instanced_static_mesh_instance - Removed
remove_ism_instance - Changed
remove_marked_frame1 field changed- added
Input schema / properties / allAdded value: +{ + "description": "Optional bool (default false): delete EVERY marked frame (DeleteMarkedFrames) instead of one; index, frame and label are then refused.", + "type": "boolean" +}
- Added
remove_mass_tag_from_entity - Removed
remove_mass_trait_from_entity - Changed
remove_metasound_node1 field changed- changed
Input schema / properties / node_id / descriptionPrevious 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)."
- Added
remove_montage_section - Added
remove_motion_warping_target - Removed
remove_pose_asset - Removed
remove_pose_search_database - Removed
remove_pose_search_schema - Removed
remove_render_target_2d - Removed
remove_render_target_2d_array - Removed
remove_render_target_cube - Removed
remove_rvt_asset - Added
remove_skeleton_socket - Removed
remove_socket_from_skeleton_asset - Added
remove_state_tree_binding - Added
remove_state_tree_parameter - Removed
remove_static_texture_from_render_target - Removed
remove_subsystem_class_bp - Removed
remove_subtitles_asset - Removed
remove_texture_2d_array - Changed
remove_transition_condition1 field changed- changed
Input schema / properties / transition_index / descriptionPrevious 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)."
- Removed
remove_tree_binding - Removed
remove_tree_parameter - Added
remove_trigger - Removed
remove_trigger_box - Removed
remove_trigger_sphere - Changed
remove_undo_barrier1 field changed- added
Input schema / properties / allAdded value: +{ + "description": "Optional bool (default false). true clears ALL undo barriers instead of popping the most recent one.", + "type": "boolean" +}
- Removed
remove_warp_target - Changed
rename_anim_curve1 field changed- changed
Input schema / properties / old_curve_name / descriptionPrevious 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)."
- Added
rename_assets - Added
rename_blueprint_variable - Removed
rename_bp_variable - Removed
rename_collection_param - Added
rename_collection_parameter - Changed
reparent_blueprint7 fields changed- added
Input schema / properties / auto_rollbackAdded value: +{ + "description": "Optional (default true): on post-check failure, restore the original parent, restore the SCS node names and recompile.", + "type": "boolean" +} - changed
Input schema / properties / blueprint_name / descriptionPrevious value: -"Blueprint asset name or path"New value: +"Blueprint asset name or path to reparent." - added
Input schema / properties / dry_runAdded value: +{ + "description": "Optional (default false): analyze + report the plan (snapshot, would-rename vars, component collisions) without mutating.", + "type": "boolean" +} - changed
Input schema / properties / new_parent_class / descriptionPrevious 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)." - added
Input schema / properties / reconcile_scene_rootAdded 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" +} - added
Input schema / properties / rename_colliding_varsAdded value: +{ + "description": "Optional (default false): before reparenting, rename own NewVariables that collide by name with a member on the new parent.", + "type": "boolean" +} - added
Input schema / properties / treat_component_renames_as_regressionAdded value: +{ + "description": "Optional (default false): count a silently renamed SCS component as a post-check regression (which triggers auto_rollback).", + "type": "boolean" +}
- Removed
reparent_blueprint_safe - Removed
reset_game_mode_override - Added
reset_interchange_actors - Added
reset_interchange_level_asset - Added
reset_interchange_scene_import_asset - Added
reset_material_parameter_collection_instance - Removed
rotate_dynamic_mesh - Removed
save_game_async - Added
save_interchange_pipeline - Removed
scaffold_aim_offset_blend_space - Removed
scaffold_blend_space_2d - Removed
scale_dynamic_mesh - Added
scan_uasset_references - Removed
scan_uasset_refs - Removed
search_cvars - Added
set_ability_asset_tags - Added
set_actor_net_priority - Removed
set_actor_replicate_movement - Removed
set_actor_replicates - Added
set_actor_transforms - Changed
set_anim_bone_track_keys3 fields changed- changed
Input schema / properties / keys / descriptionPrevious 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." - added
Input schema / properties / num_keysAdded 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" +} - changed
Input schema / requiredPrevious value: -[ - "anim_sequence_path", - "keys" -]New value: +[ + "anim_sequence_path" +]
- Added
set_anim_curve_flags - Removed
set_anim_curve_interp_mode - Removed
set_anim_curve_keys - Removed
set_anim_montage_rate_scale - Changed
set_audio_section_properties6 fields changed- added
Input schema / properties / audio_track_indexAdded value: +{ + "description": "Index of the root audio track, counting root audio tracks only (default 0).", + "type": "number" +} - added
Input schema / properties / pitchAdded value: +{ + "description": "Optional pitch multiplier to key on the PitchMultiplier channel (1.0 = normal speed).", + "type": "number" +} - added
Input schema / properties / start_offset_framesAdded 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" +} - added
Input schema / properties / start_offset_secondsAdded value: +{ + "description": "Optional start offset in seconds, converted to tick-resolution frames and rounded; ignored when start_offset_frames is given.", + "type": "number" +} - added
Input schema / properties / time_secondsAdded 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." +} - added
Input schema / properties / volumeAdded value: +{ + "description": "Optional volume to key on the SoundVolume channel (0..N; 1 = unity gain).", + "type": "number" +}
- Removed
set_audio_section_start_offset - Removed
set_audio_track_pitch - Removed
set_audio_track_volume - Removed
set_binding_channel_keyframe_interp - Added
set_binding_channel_keyframe_interpolation - Added
set_blend_space_interpolation - Added
set_blend_space_properties - Removed
set_blendspace_interpolation - Removed
set_blendspace_properties - Added
set_blueprint_class_replication - Added
set_blueprint_component_properties - Removed
set_blueprint_component_property - Added
set_blueprint_function_rpc - Added
set_blueprint_variable_default - Added
set_blueprint_variable_metadata - Added
set_blueprint_variable_replication - Removed
set_bp_class_replication - Removed
set_bp_function_rpc - Removed
set_bp_variable_default - Removed
set_bp_variable_metadata - Removed
set_bp_variable_replication - Removed
set_collection_param_default - Added
set_collection_parameter_default - Removed
set_component_definition - Removed
set_component_parameter_override - Removed
set_constraint_limits - Changed
set_data_table_row4 fields changed- added
Input schema / properties / create_if_missingAdded value: +{ + "description": "Optional bool, default false: true creates the row when the key is absent instead of erroring", + "type": "boolean" +} - changed
Input schema / properties / row_data / descriptionPrevious 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)" - changed
Input schema / properties / row_name / descriptionPrevious value: -"Name (key) of the existing row to update"New value: +"Name (key) of the row to write" - changed
Input schema / properties / table_path / descriptionPrevious value: -"Full asset path of the DataTable"New value: +"Full asset path of the DataTable (e.g. /Game/MyGame/DT_Example)"
- Changed
set_data_table_row_from_json1 field changed- changed
Input schema / properties / row_json / descriptionPrevious 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)"
- Removed
set_decal_destroy_owner_after_fade - Changed
set_decal_fade1 field changed- added
Input schema / properties / fade_screen_sizeAdded value: +{ + "description": "Optional FadeScreenSize, a number >= 0 (typically 0..1; smaller fades the decal only when it gets very small on screen).", + "type": "number" +}
- Removed
set_decal_fade_in - Removed
set_decal_fade_screen_size - Changed
set_engine_ini_value6 fields changed- added
Input schema / properties / plugin_nameAdded 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" +} - changed
Input schema / properties / section / descriptionPrevious 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." - added
Input schema / properties / value / anyOfAdded value: +[ + { + "type": "string" + }, + { + "type": "number" + }, + { + "type": "integer" + }, + { + "type": "boolean" + }, + { + "type": "array" + }, + { + "additionalProperties": true, + "type": "object" + } +] - changed
Input schema / properties / value / descriptionPrevious 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)." - removed
Input schema / properties / value / typeRemoved value: -"string" - changed
Input schema / requiredPrevious value: -[ - "section", - "key", - "value" -]New value: +[ + "key", + "value" +]
- Added
set_game_mode_classes - Removed
set_game_mode_default_pawn - Removed
set_game_mode_game_state_class - Removed
set_game_mode_hud_class - Changed
set_game_mode_override1 field changed- changed
Input schema / properties / game_mode_class / descriptionPrevious 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."
- Removed
set_game_mode_player_state_class - Removed
set_game_mode_spectator_class - Changed
set_gameplay_cue_notify_actor_properties1 field changed- added
Input schema / properties / gameplay_cue_tagAdded value: +{ + "description": "Optional registered GameplayCue tag (sets GameplayCueTag + mirrors GameplayCueName); unregistered -> clean error", + "type": "string" +}
- Removed
set_gameplay_cue_notify_burst_properties - Removed
set_gameplay_cue_notify_looping_properties - Changed
set_gameplay_cue_notify_static_properties1 field changed- changed
Input schema / properties / cue_notify_path / descriptionPrevious 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\"."
- Changed
set_gameplay_effect_duration2 fields changed- changed
Input schema / properties / duration_policy / descriptionPrevious value: -"Instant, Infinite, or HasDuration"New value: +"Instant, Infinite, or HasDuration (any case)" - changed
Input schema / properties / ge_blueprint_path / descriptionPrevious 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)"
- Removed
set_gameplay_effect_duration_policy - Changed
set_gameplay_effect_modifier_attribute_based2 fields changed- changed
Input schema / properties / calculation_type / descriptionPrevious value: -"AttributeMagnitude | AttributeBaseValue | AttributeBonusMagnitude. Default AttributeMagnitude"New value: +"AttributeMagnitude | AttributeBaseValue | AttributeBonusMagnitude | AttributeMagnitudeEvaluatedUpToChannel (any case). Default AttributeMagnitude" - added
Input schema / properties / final_channelAdded 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" +}
- Removed
set_gameplay_effect_modifier_attribute_based_up_to_channel - Removed
set_gc_connection_settings - Added
set_geometry_collection_connection_settings - Added
set_interchange_pipeline_properties - Added
set_interchange_pipeline_stack_default - Added
set_interchange_pipelines - Added
set_level_widget_visibility - Added
set_material_expression_property - Added
set_material_instance_dynamic_parameter - Removed
set_material_instance_param - Removed
set_material_instance_param_override - Added
set_material_instance_parameter - Added
set_material_instance_parameter_override - Removed
set_material_node_param - Added
set_material_parameter_collection_instance_value - Changed
set_mesh_material_id14 fields changed- added
Input schema / properties / centerAdded value: +{ + "description": "Region parameter: local [x,y,z] centre. Used by box/sphere, and as the plane origin.", + "type": "array" +} - added
Input schema / properties / component_indexAdded value: +{ + "description": "Region parameter: island index when region='connected_component' (see get_mesh_components_detail).", + "type": "integer" +} - added
Input schema / properties / extentAdded value: +{ + "description": "Region parameter: local [x,y,z] HALF-size in cm. Required by region='box'.", + "type": "array" +} - added
Input schema / properties / invertAdded value: +{ + "description": "Region parameter: invert a box, sphere, plane or normal_angle selection (default false).", + "type": "boolean" +} - added
Input schema / properties / max_angle_degAdded value: +{ + "description": "Region parameter: max angle from normal in degrees for region='normal_angle' (default 15).", + "type": "number" +} - added
Input schema / properties / min_triangle_pointsAdded 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" +} - added
Input schema / properties / normalAdded value: +{ + "description": "Region parameter: [x,y,z] direction. Plane normal for region='plane', facing direction for 'normal_angle'. Default [0,0,1].", + "type": "array" +} - added
Input schema / properties / polygroup_idAdded value: +{ + "description": "Region parameter: polygroup to select when region='polygroup'.", + "type": "integer" +} - added
Input schema / properties / polygroup_layerAdded 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" +} - added
Input schema / properties / radiusAdded value: +{ + "description": "Region parameter: radius in cm. Required by region='sphere'.", + "type": "number" +} - added
Input schema / properties / regionAdded 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" +} - changed
Input schema / properties / scope / descriptionPrevious value: -"'all' (default) or 'triangles'."New value: +"'all' | 'triangles' | 'region'. Default 'region' when region is given, else 'all'." - removed
Input schema / properties / scope / enumRemoved value: -[ - "all", - "triangles" -] - added
Input schema / properties / source_material_idAdded 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" +}
- Removed
set_mesh_material_id_in_region - Changed
set_mesh_uvs_from_projection1 field changed- changed
Input schema / properties / uv_channel / descriptionPrevious 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."
- Removed
set_meta_sound_node_property - Added
set_metasound_graph_input_default - Added
set_metasound_node_input_default - Added
set_metasound_node_property - Removed
set_metasound_preset_parameter - Removed
set_mid_scalar_param - Removed
set_mid_texture_param - Removed
set_mid_vector_param - Removed
set_montage_blend_times - Changed
set_montage_properties5 fields changed- added
Input schema / properties / blend_inAdded value: +{ + "description": "Blend-in time in seconds (BlendIn), clamped to >= 0. Optional.", + "type": "number" +} - added
Input schema / properties / blend_outAdded value: +{ + "description": "Blend-out time in seconds (BlendOut), clamped to >= 0. Optional.", + "type": "number" +} - added
Input schema / properties / nameAdded value: +{ + "description": "Alias of montage_path.", + "type": "string" +} - added
Input schema / properties / rate_scaleAdded value: +{ + "description": "Global play rate scale of the montage (RateScale). Optional.", + "type": "number" +} - removed
Input schema / requiredRemoved value: -[ - "montage_path" -]
- Removed
set_motion_warping_target_location - Removed
set_motion_warping_target_rotation - Removed
set_mpci_parent_collection - Removed
set_mpci_scalar_parameter_value - Removed
set_mpci_vector_parameter_value - Changed
set_named_slot_content1 field changed- changed
Input schema / properties / content_widget_name / descriptionPrevious 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."
- Removed
set_net_priority - Added
set_niagara_component_fixed_bounds - Removed
set_niagara_decal_renderer_material - Removed
set_niagara_emitter_local_space - Changed
set_niagara_emitter_sim_target4 fields changed- changed
Input schema / properties / deterministic / descriptionPrevious value: -"Optional bool override for bDeterminism"New value: +"Optional bool for bDeterminism; omitted keeps the current value." - changed
Input schema / properties / local_space / descriptionPrevious 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." - changed
Input schema / properties / sim_target / descriptionPrevious value: -"Target type — \"CPUSim\" or \"GPUComputeSim\"."New value: +"Optional target type, \"CPUSim\" or \"GPUComputeSim\"; omitted keeps the current one." - changed
Input schema / requiredPrevious value: -[ - "system_path", - "emitter_name", - "sim_target" -]New value: +[ + "system_path", + "emitter_name" +]
- Removed
set_niagara_system_fixed_bounds - Removed
set_packaging_setting - Removed
set_physics_body_advanced_properties - Changed
set_physics_body_properties7 fields changed- added
Input schema / properties / angular_dampingAdded value: +{ + "description": "Optional. Drag that slows rotation (FBodyInstance AngularDamping, unitless, engine default 0); omit to keep the current value", + "type": "number" +} - added
Input schema / properties / com_nudgeAdded value: +{ + "description": "Optional. [x,y,z] centre-of-mass offset", + "type": "array" +} - added
Input schema / properties / enable_gravityAdded value: +{ + "description": "Optional. Whether the body is affected by gravity", + "type": "boolean" +} - added
Input schema / properties / inertia_tensor_scaleAdded value: +{ + "description": "Optional. [x,y,z] inertia scale", + "type": "array" +} - added
Input schema / properties / linear_dampingAdded value: +{ + "description": "Optional. Drag that slows linear movement (FBodyInstance LinearDamping, unitless, engine default 0.01); omit to keep the current value", + "type": "number" +} - added
Input schema / properties / mass_scaleAdded value: +{ + "description": "Optional. Per-instance mass multiplier, >= 0.001", + "type": "number" +} - added
Input schema / properties / update_mass_when_scale_changesAdded value: +{ + "description": "Optional. Recompute mass on scale change", + "type": "boolean" +}
- Added
set_physics_constraint_limits - Removed
set_physics_gravity - Added
set_plugin_enabled - Removed
set_polygroup_material_id - Changed
set_pose_search_schema_skeleton1 field changed- added
Input schema / properties / mirror_data_table_pathAdded 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" +}
- Removed
set_preserve_scale_ratio - Changed
set_properties3 fields changed- changed
Input schema / properties / properties / descriptionPrevious 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." - added
Input schema / properties / property_nameAdded 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" +} - added
Input schema / properties / valueAdded 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)\"" +}
- Removed
set_property_value - Removed
set_river_spline_points - Added
set_runtime_virtual_texture_volume_bounds - Removed
set_rvt_volume_bounds - Removed
set_sequence_duration - Changed
set_sequence_playback_range4 fields changed- added
Input schema / properties / durationAdded 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" +} - changed
Input schema / properties / end_frame / descriptionPrevious 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." - changed
Input schema / properties / start_frame / descriptionPrevious 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." - changed
Input schema / requiredPrevious value: -[ - "sequence_name", - "start_frame", - "end_frame" -]New value: +[ + "sequence_name" +]
- Added
set_skeletal_animation_section_parameters - Removed
set_skeletal_animation_section_params - Removed
set_skeletal_mesh_allow_cpu_access - Added
set_skeletal_mesh_component_tick - Removed
set_skeletal_mesh_lod_screen_size - Changed
set_skeletal_mesh_lod_settings4 fields changed- added
Input schema / properties / lod_index / anyOfAdded value: +[ + { + "type": "string" + }, + { + "type": "number" + }, + { + "type": "integer" + }, + { + "type": "boolean" + }, + { + "type": "array" + }, + { + "additionalProperties": true, + "type": "object" + } +] - changed
Input schema / properties / lod_index / descriptionPrevious 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." - removed
Input schema / properties / lod_index / typeRemoved value: -"number" - added
Input schema / properties / screen_sizeAdded value: +{ + "description": "Optional float, ScreenSize.Default: the screen size at which this LOD switches in (e.g. 0.3).", + "type": "number" +}
- Removed
set_skeletal_mesh_section_cast_shadow - Added
set_skeletal_mesh_section_flags - Removed
set_skeletal_mesh_section_recompute_tangent - Removed
set_skeletal_mesh_section_visible_in_ray_tracing - Added
set_smart_object_component_definition - Removed
set_soundfield_effect_settings - Changed
set_spawn_ownership1 field changed- changed
Input schema / properties / binding_guid / descriptionPrevious 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)."
- Removed
set_state_linked_asset - Removed
set_state_theme_color - Added
set_state_tree_component_parameter_override - Added
set_state_tree_global_task_property - Added
set_state_tree_parameter - Added
set_state_tree_theme_color - Changed
set_state_type1 field changed- added
Input schema / properties / linked_asset_pathAdded 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" +}
- Removed
set_static_mesh_kdop_collision - Added
set_subtitle_cue - Removed
set_subtitle_cue_text - Removed
set_subtitle_cue_timing - Removed
set_texture_sampler_settings - Changed
set_texture_settings7 fields changed- added
Input schema / properties / address_xAdded value: +{ + "description": "Optional TextureAddress name, with or without TA_: Wrap, Clamp or Mirror; omit to keep the current value", + "type": "string" +} - added
Input schema / properties / address_yAdded value: +{ + "description": "Optional TextureAddress name, with or without TA_: Wrap, Clamp or Mirror; omit to keep the current value", + "type": "string" +} - added
Input schema / properties / filterAdded value: +{ + "description": "Optional TextureFilter name, with or without TF_: Nearest, Bilinear, Trilinear or Default; omit to keep the current value", + "type": "string" +} - added
Input schema / properties / flip_greenAdded value: +{ + "description": "Optional bool, flips the green channel; omit to keep the current value", + "type": "boolean" +} - added
Input schema / properties / lod_biasAdded value: +{ + "description": "Optional int LOD bias; omit to keep the current value", + "type": "number" +} - added
Input schema / properties / max_texture_sizeAdded value: +{ + "description": "Optional int max texture size (0 = no limit, negatives clamp to 0); omit to keep the current value", + "type": "number" +} - added
Input schema / properties / mip_gen_settingsAdded 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" +}
- Removed
set_transform_section_quaternion_interp - Added
set_transform_section_quaternion_interpolation - Removed
set_transform_track_interp_mode - Removed
set_transition_properties - Removed
set_tree_parameter - Removed
set_usd_prim_active - Removed
set_usd_prim_display_name - Removed
set_usd_prim_instanceable - Removed
set_usd_prim_type - Removed
set_water_body_gerstner_waves_spectrum - Added
set_water_body_spline_points - Removed
set_widget_visibility - Changed
set_world_gravity4 fields changed- changed
Input schema / properties / enable_override / descriptionPrevious 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." - changed
Input schema / properties / gravity_z / descriptionPrevious 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." - added
Input schema / properties / presetAdded 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" +} - removed
Input schema / requiredRemoved value: -[ - "gravity_z" -]
- Removed
set_world_partition_runtime_hash - Removed
slice_fracture - Added
slice_geometry_collection - Removed
snapshot_object - Changed
spawn_actor6 fields changed- added
Input schema / properties / colorAdded 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" +} - added
Input schema / properties / intensityAdded 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" +} - changed
Input schema / properties / name / descriptionPrevious 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." - changed
Input schema / properties / rotation / descriptionPrevious 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." - changed
Input schema / properties / type / descriptionPrevious 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." - changed
Input schema / requiredPrevious value: -[ - "type", - "name" -]New value: +[ + "type" +]
- Changed
spawn_box_volume4 fields changed- changed
Input schema / properties / extent / descriptionPrevious 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." - changed
Input schema / properties / is_spatially_loaded / descriptionPrevious 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." - changed
Input schema / properties / volume_class / descriptionPrevious 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." - removed
Input schema / requiredRemoved value: -[ - "volume_class", - "extent" -]
- Removed
start_gauntlet_run - Added
start_timing_region - Removed
test_blueprint_function - Removed
trace_blueprint_execution - Changed
transform_dynamic_mesh3 fields changed- changed
Input schema / properties / rotation / anyOfPrevious 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" + } +] - changed
Input schema / properties / rotation / descriptionPrevious 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)" - added
Input schema / properties / translationAdded value: +{ + "description": "Optional alias of location, read only when location is absent.", + "type": "array" +}
- Removed
translate_dynamic_mesh - Added
unassign_runtime_virtual_texture_from_landscape - Removed
unassign_rvt_from_landscape - Changed
undo1 field changed- added
Input schema / properties / countAdded 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" +}
- Removed
undo_multiple - Added
unwrap_mesh_uvs - Added
update_instanced_static_mesh_instance_transform - Removed
update_ism_instance_transform - Changed
update_transition3 fields changed- changed
Input schema / properties / state_name / descriptionPrevious 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" - changed
Input schema / properties / transition_index / descriptionPrevious 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" - changed
Input schema / requiredPrevious value: -[ - "tree_path", - "state_name" -]New value: +[ + "tree_path", + "state_name", + "transition_index" +]
- Removed
usd_module_status - Removed
validate_anim_state_machine - Removed
validate_blueprint - Removed
validate_gameplay_tag_table - Removed
wire_aim_offset
300 tool updates
v1.2.10- Changed
add_anim_transition5 fields changed- changed
Input schema / properties / bidirectional / descriptionPrevious 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)" - changed
Input schema / properties / blend_mode / descriptionPrevious 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" - changed
Input schema / properties / priority_order / descriptionPrevious 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" - changed
Input schema / properties / source_state / descriptionPrevious value: -"Name of the source state (transition origin)"New value: +"Name of the source state or conduit (transition origin), matched without case" - changed
Input schema / properties / target_state / descriptionPrevious value: -"Name of the target state (transition destination)"New value: +"Name of the target state or conduit (transition destination), matched without case"
- Changed
add_asset_to_collection2 fields changed- changed
Input schema / properties / asset_path / descriptionPrevious 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." - changed
Input schema / properties / share_type / descriptionPrevious 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"
- Changed
add_break_struct_node4 fields changed- changed
Input schema / properties / node_position / typePrevious value: -"string"New value: +"array" - changed
Input schema / properties / position_x / typePrevious value: -"string"New value: +"number" - changed
Input schema / properties / position_y / typePrevious value: -"string"New value: +"number" - added
Input schema / requiredAdded value: +[ + "struct_type" +]
- Changed
add_camera_component1 field changed- changed
Input schema / properties / post_process_settings / descriptionPrevious 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."
- Changed
add_chooser_column_to_table1 field changed- changed
Input schema / properties / column_type / descriptionPrevious value: -"Column struct to append: \"FloatRange\", \"Bool\", \"Enum\", \"Object\", or \"OutputObject\"."New value: +"Column struct to add: \"FloatRange\", \"Bool\", \"Enum\", \"Object\", or \"OutputObject\"."
- Changed
add_collection_vector_param3 fields changed- changed
Input schema / properties / collection_path / descriptionPrevious value: -"Full /Game path to the MPC asset"New value: +"Content path of the Material Parameter Collection asset, e.g. \"/Game/MaterialCollections/MPC_Global\"" - changed
Input schema / properties / default_value / descriptionPrevious 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" - changed
Input schema / properties / param_name / descriptionPrevious 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"
- Changed
add_event_track_to_sequence1 field changed- changed
Input schema / properties / sequence_name / descriptionPrevious 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."
- Changed
add_graph_node2 fields changed- changed
Input schema / properties / target_class / descriptionPrevious 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." - changed
Input schema / requiredPrevious value: -[ - "node_type", - "event_name", - "function_name", - "target_class", - "variable_name", - "struct_type", - "enum_path", - "dispatcher", - "macro_graph_name" -]New value: +[ + "node_type" +]
- Changed
add_level_visibility_track3 fields changed- changed
Input schema / properties / level_names / descriptionPrevious 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." - changed
Input schema / properties / sequence_name / descriptionPrevious 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." - changed
Input schema / properties / visible / descriptionPrevious value: -"Optional: true = levels Visible (default), false = Hidden"New value: +"Optional bool, default true (levels Visible); false makes them Hidden. Written on every call."
- Changed
add_light2 fields changed- changed
Input schema / properties / color / descriptionPrevious 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." - changed
Input schema / properties / location / descriptionPrevious 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."
- Changed
add_make_struct_node4 fields changed- changed
Input schema / properties / node_position / typePrevious value: -"string"New value: +"array" - changed
Input schema / properties / position_x / typePrevious value: -"string"New value: +"number" - changed
Input schema / properties / position_y / typePrevious value: -"string"New value: +"number" - added
Input schema / requiredAdded value: +[ + "struct_type" +]
- Changed
add_material_function_output2 fields changed- changed
Input schema / properties / function_path / descriptionPrevious 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\"" - changed
Input schema / properties / output_name / descriptionPrevious 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"
- Changed
add_material_parameter_collection_track3 fields changed- changed
Input schema / properties / frame / descriptionPrevious 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." - changed
Input schema / properties / parameter_name / descriptionPrevious 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." - changed
Input schema / properties / sequence_name / descriptionPrevious 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."
- Changed
add_metasound_graph_input4 fields changed- changed
Input schema / properties / bool_value / descriptionPrevious 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)" - changed
Input schema / properties / default_value / descriptionPrevious value: -"Float default baked into the literal (optional)"New value: +"Float default baked into the literal, a JSON number (optional)" - changed
Input schema / properties / int_value / descriptionPrevious 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)" - changed
Input schema / properties / string_value / descriptionPrevious 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)"
- Changed
add_niagara_module_to_graph5 fields changed- changed
Input schema / properties / emitter_name / descriptionPrevious value: -"Name of the emitter handle."New value: +"Emitter handle name as shown in the system, e.g. \"Sparks\" (case-insensitive)." - changed
Input schema / properties / module_script_path / descriptionPrevious 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." - changed
Input schema / properties / script_group / descriptionPrevious 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." - changed
Input schema / properties / system_path / descriptionPrevious 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)." - changed
Input schema / properties / target_index / descriptionPrevious 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."
- Changed
add_niagara_simulation_stage1 field changed- changed
Input schema / properties / iteration_count / descriptionPrevious 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"
- Changed
add_rig_bone1 field changed- changed
Input schema / properties / parent_name / descriptionPrevious 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"
- Changed
add_rig_control4 fields changed- changed
Input schema / properties / control_name / descriptionPrevious 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" - changed
Input schema / properties / control_rig_path / descriptionPrevious value: -"Path to the UControlRigBlueprint asset"New value: +"Control Rig Blueprint asset path, e.g. \"/Game/Rigs/CR_Hero\"" - changed
Input schema / properties / parent_name / descriptionPrevious 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." - changed
Input schema / properties / parent_type / descriptionPrevious 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."
- Changed
add_rig_null5 fields changed- changed
Input schema / properties / control_rig_path / descriptionPrevious value: -"Path to the UControlRigBlueprint asset"New value: +"Control Rig Blueprint asset path, e.g. \"/Game/Rigs/CR_Hero\"" - changed
Input schema / properties / location / descriptionPrevious 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." - changed
Input schema / properties / null_name / descriptionPrevious value: -"Name of the new null"New value: +"Name of the new null; a name already in use gets a numbered suffix" - changed
Input schema / properties / parent_name / descriptionPrevious 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." - changed
Input schema / properties / parent_type / descriptionPrevious 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."
- Changed
add_rigvm_node2 fields changed- changed
Input schema / properties / control_rig_path / descriptionPrevious value: -"Path to the UControlRigBlueprint asset"New value: +"Asset path of the UControlRigBlueprint, e.g. \"/Game/Rigs/CR_Mannequin\"." - changed
Input schema / properties / node_name / descriptionPrevious 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."
- Changed
add_simple_collision_to_static_mesh1 field changed- changed
Input schema / requiredPrevious value: -[ - "static_mesh_path", - "dest_path" -]New value: +[ + "static_mesh_path" +]
- Changed
add_skeletal_mesh_lod2 fields changed- changed
Input schema / properties / screen_size / descriptionPrevious 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" - changed
Input schema / properties / skeletal_mesh_path / descriptionPrevious value: -"Content path to the skeletal mesh asset"New value: +"Content path to the skeletal mesh asset, e.g. \"/Game/Characters/SKM_Hero\""
- Changed
add_smart_object_slot_behavior_definition1 field changed- changed
Input schema / requiredPrevious value: -[ - "definition_path", - "behavior_class" -]New value: +[ + "definition_path", + "slot_index", + "behavior_class" +]
- Changed
add_smart_object_slot_entrance_annotation1 field changed- changed
Input schema / requiredPrevious value: -[ - "definition_path" -]New value: +[ + "definition_path", + "slot_index" +]
- Changed
add_sound_cue_node2 fields changed- changed
Input schema / properties / node_type / descriptionPrevious 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)" - changed
Input schema / properties / sound_wave_path / descriptionPrevious 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)"
- Changed
add_state_enter_condition3 fields changed- changed
Input schema / properties / condition_struct / descriptionPrevious 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" - changed
Input schema / properties / state_name / descriptionPrevious 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" - changed
Input schema / properties / tree_path / descriptionPrevious value: -"Asset path to the UStateTree"New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
- Changed
add_submix_effect_to_chain2 fields changed- changed
Input schema / properties / effect_preset_class / descriptionPrevious 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" - changed
Input schema / properties / effect_preset_path / descriptionPrevious value: -"Optional existing USoundEffectSubmixPreset to load"New value: +"Optional existing USoundEffectSubmixPreset asset to append by reference; wins over effect_preset_class"
- Changed
add_tile_view3 fields changed- changed
Input schema / properties / entry_widget_class / descriptionPrevious 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." - changed
Input schema / properties / list_view_name / descriptionPrevious 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." - changed
Input schema / properties / widget_blueprint_name / descriptionPrevious value: -"/Game path of the Widget Blueprint"New value: +"/Game path of the Widget Blueprint, e.g. \"/Game/UI/WBP_Inventory\"."
- Changed
add_transition_condition3 fields changed- changed
Input schema / properties / state_name / descriptionPrevious 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" - changed
Input schema / properties / transition_index / descriptionPrevious 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" - changed
Input schema / properties / tree_path / descriptionPrevious value: -"Asset path to the UStateTree"New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
- Changed
add_tree_parameter3 fields changed- changed
Input schema / properties / parameter_name / descriptionPrevious 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." - changed
Input schema / properties / parameter_type / descriptionPrevious 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" - changed
Input schema / properties / tree_path / descriptionPrevious value: -"Asset path to the UStateTree"New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
- Changed
add_tree_view1 field changed- changed
Input schema / properties / parent_widget_name / descriptionPrevious 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)."
- Changed
add_viewmodel1 field changed- changed
Input schema / properties / widget_blueprint_name / descriptionPrevious value: -"/Game path of the Widget Blueprint asset (string)"New value: +"/Game path of the Widget Blueprint asset, e.g. \"/Game/UI/WBP_HUD\"."
- Changed
add_weighted_value_keyframe2 fields changed- changed
Input schema / properties / property_name / descriptionPrevious 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." - changed
Input schema / requiredPrevious value: -[ - "sequence_name", - "binding_guid", - "time_seconds" -]New value: +[ + "sequence_name", + "binding_guid", + "time_seconds", + "value" +]
- Changed
add_widget_animation_keyframe1 field changed- changed
Input schema / requiredPrevious value: -[ - "animation_name", - "widget_name", - "property_path", - "time_seconds" -]New value: +[ + "animation_name", + "widget_name", + "property_path", + "time_seconds", + "value" +]
- Changed
analyze_asset_performance1 field changed- changed
Input schema / properties / asset_path / descriptionPrevious 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"
- Changed
apply_adaptive_remesh1 field changed- changed
Input schema / properties / weight_map_name / descriptionPrevious 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."
- Changed
attach_actor3 fields changed- changed
Input schema / properties / child_actor_name / descriptionPrevious 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)" - changed
Input schema / properties / parent_actor_name / descriptionPrevious 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)" - changed
Input schema / properties / socket_name / descriptionPrevious 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"
- Changed
bake_skeletal_mesh_lod4 fields changed- changed
Input schema / properties / generate_base_lod / descriptionPrevious 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)" - changed
Input schema / properties / new_lod_count / descriptionPrevious 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" - changed
Input schema / properties / regenerate_even_if_imported / descriptionPrevious 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)" - changed
Input schema / properties / skeletal_mesh_path / descriptionPrevious value: -"Content path to the skeletal mesh asset"New value: +"Content path to the skeletal mesh asset, e.g. \"/Game/Characters/SKM_Hero\""
- Changed
bind_component_property_to_sequence4 fields changed- changed
Input schema / properties / component_name / descriptionPrevious 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." - changed
Input schema / properties / property_name / descriptionPrevious 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." - changed
Input schema / properties / sequence_path / descriptionPrevious 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." - changed
Input schema / properties / track_label / descriptionPrevious value: -"Optional display label for the new track."New value: +"Accepted but not applied: the new track keeps its default display name."
- Changed
build_camera_rig1 field changed- changed
Input schema / properties / camera_rig_path / descriptionPrevious value: -"/Game/... path to the UCameraRigAsset (required)"New value: +"Content path to the UCameraRigAsset, e.g. \"/Game/Cameras/CR_Player\" (required)"
- Changed
check_asset_optimization1 field changed- changed
Input schema / properties / asset_path / descriptionPrevious 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"
- Changed
clear_mpci_parameter_overrides1 field changed- changed
Input schema / properties / world_label / descriptionPrevious 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"
- Changed
clear_uv_channel1 field changed- changed
Input schema / properties / uv_channel / descriptionPrevious 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"
- Changed
compact_mesh1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious value: -"Label or name of the target DynamicMeshActor"New value: +"Label or object name of the DynamicMeshActor in the editor world (case-insensitive)."
- Changed
configure_ability_tags2 fields changed- changed
Input schema / properties / ability_blueprint_path / descriptionPrevious value: -"Full asset path of the GA Blueprint"New value: +"Asset path of the GameplayAbility Blueprint, e.g. \"/Game/GAS/Abilities/GA_Fireball\"." - changed
Input schema / properties / asset_tags / descriptionPrevious 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."
- Changed
configure_post_processing1 field changed- changed
Input schema / properties / post_process_settings / descriptionPrevious value: -"Post-processing setting: 'Enabled', 'Disabled', 'High', 'Medium', or 'Low'"New value: +"Post-processing setting: 'Enabled', 'Disabled', 'High', 'Medium', or 'Low'; case is ignored"
- Changed
connect_sound_cue_nodes2 fields changed- changed
Input schema / properties / input_index / descriptionPrevious 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" - changed
Input schema / properties / parent_node_id / descriptionPrevious 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)"
- Changed
convert_map_to_world_partition1 field changed- changed
Input schema / properties / map_path / descriptionPrevious 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."
- Changed
copy_static_mesh_to_dynamic_mesh1 field changed- changed
Input schema / properties / lod_index / descriptionPrevious 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."
- Changed
create_attribute_set_blueprint1 field changed- removed
Input schema / properties / forceRemoved 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" -}
- Changed
create_collection2 fields changed- changed
Input schema / properties / collection_name / descriptionPrevious value: -"Name of the collection."New value: +"Name of the collection to create." - changed
Input schema / properties / share_type / descriptionPrevious 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"
- Changed
create_curve_table2 fields changed- changed
Input schema / properties / name / descriptionPrevious 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." - changed
Input schema / properties / package_path / descriptionPrevious 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"
- Changed
create_data_layer_asset3 fields changed- changed
Input schema / properties / data_layer_type / descriptionPrevious 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" - changed
Input schema / properties / debug_color / descriptionPrevious 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" - changed
Input schema / properties / name / descriptionPrevious value: -"Name of the new data layer asset."New value: +"Name of the new data layer asset, also its package name under package_path."
- Changed
create_dynamic_material_on_actor3 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious 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" - changed
Input schema / properties / element_index / descriptionPrevious 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" - changed
Input schema / properties / parent_material_path / descriptionPrevious 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"
- Changed
create_editable_skeleton3 fields changed- changed
Input schema / properties / name / descriptionPrevious 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." - changed
Input schema / properties / package_path / descriptionPrevious value: -"UE content folder, e.g. /Game/MyGame"New value: +"UE content folder starting with a slash, e.g. /Game/MyGame" - changed
Input schema / properties / source_skeleton / descriptionPrevious 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."
- Changed
create_gameplay_ability_blueprint1 field changed- removed
Input schema / properties / forceRemoved 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" -}
- Changed
create_gameplay_cue_notify_actor1 field changed- removed
Input schema / properties / forceRemoved 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" -}
- Changed
create_gameplay_cue_notify_burst1 field changed- removed
Input schema / properties / forceRemoved 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" -}
- Changed
create_gameplay_cue_notify_looping1 field changed- removed
Input schema / properties / forceRemoved 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" -}
- Changed
create_gameplay_cue_notify_static1 field changed- removed
Input schema / properties / forceRemoved 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" -}
- Changed
create_gameplay_effect_blueprint1 field changed- removed
Input schema / properties / forceRemoved 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" -}
- Changed
create_gameplay_mod_magnitude_calculation_blueprint1 field changed- removed
Input schema / properties / forceRemoved 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" -}
- Changed
create_material_function_instance1 field changed- changed
Input schema / properties / package_path / descriptionPrevious 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"
- Changed
create_material_instance_dynamic2 fields changed- changed
Input schema / properties / name / descriptionPrevious 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)" - changed
Input schema / properties / parent_material_path / descriptionPrevious 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"
- Changed
create_material_parameter_collection_instance1 field changed- changed
Input schema / properties / world_label / descriptionPrevious 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"
- Changed
create_pcg_graph2 fields changed- changed
Input schema / properties / name / descriptionPrevious 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." - changed
Input schema / properties / package_path / descriptionPrevious value: -"Destination /Game folder (default /Game/PCG)."New value: +"Destination /Game folder (default /Game/PCG); a trailing slash is ignored."
- Changed
create_physics_asset1 field changed- changed
Input schema / properties / skeletal_mesh_path / descriptionPrevious 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"
- Changed
create_pose_search_database1 field changed- changed
Input schema / properties / schema_path / descriptionPrevious 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."
- Changed
create_pose_search_schema3 fields changed- changed
Input schema / properties / package_path / descriptionPrevious value: -"Target content package path (default /Game/MCP)."New value: +"Target content package path (default /Game/MCP); trailing slashes are stripped." - changed
Input schema / properties / sample_rate / descriptionPrevious 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." - changed
Input schema / properties / skeleton_path / descriptionPrevious 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."
- Changed
create_save_game1 field changed- changed
Input schema / properties / save_game_class / descriptionPrevious 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)"
- Changed
create_smart_object_definition2 fields changed- changed
Input schema / properties / definition_name / descriptionPrevious value: -"Name for the new Smart Object definition"New value: +"Name for the new Smart Object definition, also its asset name" - changed
Input schema / properties / num_activity_slots / descriptionPrevious 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"
- Changed
create_sound_class2 fields changed- changed
Input schema / properties / pitch / descriptionPrevious value: -"Optional Pitch multiplier on FSoundClassProperties"New value: +"Optional Pitch multiplier on FSoundClassProperties; also written to a class that already exists, unchanged when omitted" - changed
Input schema / properties / volume / descriptionPrevious value: -"Optional Volume multiplier on FSoundClassProperties"New value: +"Optional Volume multiplier on FSoundClassProperties; also written to a class that already exists, unchanged when omitted"
- Changed
create_subsystem_class_bp2 fields changed- changed
Input schema / properties / asset_name / descriptionPrevious value: -"Name for the new Blueprint asset"New value: +"Name for the new Blueprint asset, e.g. \"BP_ScoreSubsystem\"" - changed
Input schema / properties / parent_class / descriptionPrevious 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"
- Changed
create_widget_blueprint1 field changed- changed
Input schema / properties / name / descriptionPrevious value: -"Asset name (no extension)"New value: +"Asset name (no extension), e.g. \"WBP_MainMenu\"; with package_path it gives the asset path."
- Changed
delete_meta_sound2 fields changed- changed
Input schema / properties / metasound_path / descriptionPrevious value: -"Asset path of the MetaSound Source."New value: +"Asset path of the MetaSound Source or Patch." - changed
Input schema / requiredPrevious value: -[ - "metasound_path" -]New value: +[ + "metasound_path", + "confirm" +]
- Changed
delete_render_job1 field changed- removed
Input schema / requiredRemoved value: -[ - "job_name" -]
- Changed
delete_state_tree1 field changed- changed
Input schema / requiredPrevious value: -[ - "tree_path" -]New value: +[ + "tree_path", + "confirm" +]
- Changed
duplicate_keyframe1 field changed- changed
Input schema / requiredPrevious value: -[ - "sequence_name", - "binding_guid", - "property_type" -]New value: +[ + "sequence_name", + "binding_guid", + "property_type", + "source_time_seconds", + "dest_time_seconds" +]
- Changed
duplicate_niagara_module_in_stack2 fields changed- changed
Input schema / properties / module_name / descriptionPrevious 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" - changed
Input schema / properties / target_index_override / descriptionPrevious 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"
- Changed
end_behavior_on_actor1 field changed- changed
Input schema / properties / behavior_class / descriptionPrevious 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"
- Changed
export_data_table_as_json2 fields changed- changed
Input schema / properties / data_table / descriptionPrevious 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." - changed
Input schema / properties / file_path / descriptionPrevious 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"
- Changed
find_nearest_point_on_mesh1 field changed- changed
Input schema / requiredPrevious value: -[ - "actor_name" -]New value: +[ + "actor_name", + "query_point" +]
- Changed
find_nearest_ray_intersection_with_mesh2 fields changed- changed
Input schema / properties / ray_direction / descriptionPrevious 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." - changed
Input schema / requiredPrevious value: -[ - "actor_name" -]New value: +[ + "actor_name", + "ray_origin", + "ray_direction" +]
- Changed
focus_viewport1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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"
- Changed
get_actor_net_cull_distance1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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."
- Changed
get_actors_in_radius1 field changed- changed
Input schema / properties / center / descriptionPrevious 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."
- Changed
get_asset_import_data1 field changed- changed
Input schema / properties / asset_path / descriptionPrevious 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\"."
- Changed
get_asset_memory_usage1 field changed- changed
Input schema / properties / asset_path / descriptionPrevious 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"
- Changed
get_behavior_tree_info1 field changed- changed
Input schema / properties / behavior_tree_path / descriptionPrevious 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"
- Changed
get_binding_tracks2 fields changed- changed
Input schema / properties / binding_guid / descriptionPrevious value: -"GUID string of the binding."New value: +"GUID string of the binding, as get_sequence_bindings returns it." - changed
Input schema / properties / sequence_name / descriptionPrevious 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."
- Changed
get_blackboard_data3 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious 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" - changed
Input schema / properties / blackboard_path / descriptionPrevious 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" - removed
Input schema / requiredRemoved value: -[ - "actor_name" -]
- Changed
get_curve_table_info1 field changed- changed
Input schema / properties / curve_table_path / descriptionPrevious value: -"Full asset path to the UCurveTable (or UCompositeCurveTable)."New value: +"Content path of the UCurveTable (or UCompositeCurveTable), e.g. \"/Game/CurveTables/CT_Damage\"."
- Changed
get_data_table_info1 field changed- changed
Input schema / properties / table_path / descriptionPrevious 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\"."
- Changed
get_gameplay_cue_notify_info1 field changed- changed
Input schema / properties / cue_notify_path / descriptionPrevious 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\"."
- Changed
get_hlod_layer_actors1 field changed- added
Input schema / requiredAdded value: +[ + "hlod_layer_path" +]
- Changed
get_ik_retarget_chain_details2 fields changed- changed
Input schema / properties / chain_name / descriptionPrevious value: -"Name of the retarget chain"New value: +"Name of the retarget chain as get_ik_rig_info lists it, matched without case" - changed
Input schema / properties / ik_rig_path / descriptionPrevious value: -"Path to the UIKRigDefinition asset"New value: +"Path to the UIKRigDefinition asset (an IK Rig, not an IK Retargeter)"
- Changed
get_landscape_grass_type_properties2 fields changed- changed
Input schema / properties / variety_index / descriptionPrevious 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" - changed
Input schema / requiredPrevious value: -[ - "grass_path", - "variety_index" -]New value: +[ + "grass_path" +]
- Changed
get_landscape_height_at1 field changed- added
Input schema / requiredAdded value: +[ + "x", + "y" +]
- Changed
get_lighting_in_area1 field changed- changed
Input schema / properties / center / descriptionPrevious 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."
- Changed
get_material_graph_info1 field changed- changed
Input schema / properties / material_path / descriptionPrevious 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"
- Changed
get_mesh_bounding_box1 field changed- changed
Input schema / properties / lod_index / descriptionPrevious 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."
- Changed
get_mesh_connected_components2 fields changed- changed
Input schema / properties / lod_index / descriptionPrevious 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." - changed
Input schema / properties / static_mesh_path / descriptionPrevious 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)."
- Changed
get_mesh_is_closed2 fields changed- changed
Input schema / properties / lod_index / descriptionPrevious 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." - changed
Input schema / properties / static_mesh_path / descriptionPrevious 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)."
- Changed
get_mesh_open_border_loops1 field changed- changed
Input schema / properties / lod_index / descriptionPrevious 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."
- Changed
get_mesh_triangle_count2 fields changed- changed
Input schema / properties / lod_index / descriptionPrevious 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." - changed
Input schema / properties / static_mesh_path / descriptionPrevious 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)."
- Changed
get_mesh_uv_area1 field changed- changed
Input schema / properties / lod_index / descriptionPrevious 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."
- Changed
get_mesh_uv_channel_count1 field changed- changed
Input schema / properties / lod_index / descriptionPrevious 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."
- Changed
get_mesh_vertex_count1 field changed- changed
Input schema / properties / lod_index / descriptionPrevious 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."
- Changed
get_mesh_volume_area2 fields changed- changed
Input schema / properties / lod_index / descriptionPrevious 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." - changed
Input schema / properties / static_mesh_path / descriptionPrevious 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)."
- Changed
get_mesh_volume_area_center1 field changed- changed
Input schema / properties / lod_index / descriptionPrevious 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."
- Changed
get_metasound_graph_info1 field changed- changed
Input schema / properties / metasound_path / descriptionPrevious 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\")."
- Changed
get_modulation_info1 field changed- changed
Input schema / properties / bus_path / descriptionPrevious value: -"Asset path to the USoundControlBus"New value: +"Asset path to the USoundControlBus, e.g. \"/Game/Audio/Bus_Music.Bus_Music\""
- Changed
get_mpci_info1 field changed- changed
Input schema / properties / world_label / descriptionPrevious 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"
- Changed
get_niagara_effect_type1 field changed- changed
Input schema / properties / system_path / descriptionPrevious 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)."
- Changed
get_physics_asset_info1 field changed- changed
Input schema / properties / physics_asset_path / descriptionPrevious 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\"."
- Changed
get_primary_asset_cook_rules1 field changed- changed
Input schema / properties / primary_asset_type / descriptionPrevious 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\")."
- Changed
get_primary_asset_id_from_path1 field changed- changed
Input schema / properties / object_path / descriptionPrevious 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"
- Changed
get_rigvm_graph1 field changed- changed
Input schema / properties / control_rig_path / descriptionPrevious value: -"Path to the UControlRigBlueprint asset"New value: +"Asset path of the UControlRigBlueprint, e.g. \"/Game/Rigs/CR_Mannequin\"."
- Changed
get_river_spline_points1 field changed- changed
Input schema / properties / water_body_label / descriptionPrevious 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)."
- Changed
get_sequence_spawnables1 field changed- changed
Input schema / properties / sequence_name / descriptionPrevious 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."
- Changed
get_skeletal_mesh_lod_info2 fields changed- changed
Input schema / properties / lod_index / descriptionPrevious 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" - changed
Input schema / properties / skeletal_mesh_path / descriptionPrevious value: -"Content path to the skeletal mesh asset"New value: +"Content path to the skeletal mesh asset, e.g. \"/Game/Characters/SKM_Hero\""
- Changed
get_skeletal_mesh_material_slots1 field changed- changed
Input schema / properties / skeletal_mesh_path / descriptionPrevious value: -"Content path to the skeletal mesh asset"New value: +"Content path to the skeletal mesh asset, e.g. \"/Game/Characters/SKM_Hero\""
- Changed
get_smart_object_definition_summary1 field changed- changed
Input schema / properties / definition_path / descriptionPrevious value: -"Path to the USmartObjectDefinition asset"New value: +"Object path of the USmartObjectDefinition asset, e.g. /Game/AI/SO_Bench.SO_Bench"
- Changed
get_smart_object_slot_entrance_annotations1 field changed- changed
Input schema / requiredPrevious value: -[ - "definition_path" -]New value: +[ + "definition_path", + "slot_index" +]
- Changed
get_sound_modulation_patch_info1 field changed- changed
Input schema / properties / patch_path / descriptionPrevious value: -"Asset path to the USoundModulationPatch"New value: +"Asset path to the USoundModulationPatch, e.g. \"/Game/Audio/Patch_Duck.Patch_Duck\""
- Changed
get_sound_wave_properties1 field changed- changed
Input schema / properties / sound_wave_path / descriptionPrevious value: -"Full content path of the target USoundWave."New value: +"Full content path of the target USoundWave, e.g. \"/Game/Audio/MySound\"."
- Changed
get_static_mesh_lightmap1 field changed- changed
Input schema / properties / static_mesh_path / descriptionPrevious value: -"Content path to the UStaticMesh asset."New value: +"Package or object path of the UStaticMesh, e.g. \"/Game/Meshes/SM_Crate\"."
- Changed
get_static_mesh_sections1 field changed- changed
Input schema / properties / static_mesh_path / descriptionPrevious value: -"Content path to the UStaticMesh asset."New value: +"Package or object path of the UStaticMesh, e.g. \"/Game/Meshes/SM_Crate\"."
- Changed
get_usd_attribute_value4 fields changed- changed
Input schema / properties / attr_name / descriptionPrevious value: -"Attribute name to read"New value: +"Attribute name to read, e.g. \"size\"" - changed
Input schema / properties / prim_path / descriptionPrevious value: -"Target prim path"New value: +"Absolute SdfPath of an existing prim on that stage, e.g. \"/World/Cube\"." - changed
Input schema / properties / stage_name / descriptionPrevious 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\")." - changed
Input schema / properties / time / descriptionPrevious 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)"
- Changed
get_water_body_gerstner_wave_detail1 field changed- changed
Input schema / properties / water_body_label / descriptionPrevious 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)."
- Changed
initialize_data_registry1 field changed- changed
Input schema / properties / registry_path / descriptionPrevious 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\"."
- Changed
inspect_subsystem_instance1 field changed- added
Input schema / properties / worldAdded 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" +}
- Changed
interchange_get_node_container1 field changed- changed
Input schema / properties / asset_path / descriptionPrevious 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\")"
- Changed
interchange_get_pipeline_properties1 field changed- changed
Input schema / properties / pipeline_path / descriptionPrevious 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\"."
- Changed
is_point_inside_mesh1 field changed- changed
Input schema / requiredPrevious value: -[ - "actor_name" -]New value: +[ + "actor_name", + "query_point" +]
- Changed
link_media_texture_to_player2 fields changed- changed
Input schema / properties / media_player_path / descriptionPrevious 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)." - changed
Input schema / properties / media_texture_path / descriptionPrevious 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)."
- Changed
list_behavior_configs1 field changed- changed
Input schema / properties / package_path / descriptionPrevious 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"
- Changed
list_considerations2 fields changed- changed
Input schema / properties / state_name / descriptionPrevious 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." - changed
Input schema / properties / tree_path / descriptionPrevious value: -"Asset path to the UStateTree."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
- Changed
list_local_player_subsystems1 field changed- added
Input schema / properties / worldAdded 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" +}
- Changed
list_scripted_action_utilities1 field changed- changed
Input schema / properties / path / descriptionPrevious 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)."
- Changed
list_states1 field changed- changed
Input schema / requiredPrevious value: -[ - "tree_path", - "root_state" -]New value: +[ + "tree_path" +]
- Changed
list_tree_parameters1 field changed- changed
Input schema / properties / tree_path / descriptionPrevious value: -"Asset path to the UStateTree."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
- Changed
load_game_async2 fields changed- changed
Input schema / properties / slot_name / descriptionPrevious value: -"Save slot name"New value: +"Save slot name, non-empty; on desktop the file is Saved/SaveGames/<slot>.sav." - changed
Input schema / properties / user_index / descriptionPrevious value: -"Optional user index, default 0"New value: +"Platform user index for the save system; default 0 (the generic desktop save system ignores it)"
- Changed
load_world_partition_region1 field changed- added
Input schema / requiredAdded value: +[ + "min", + "max" +]
- Changed
metasound_set_input_default4 fields changed- changed
Input schema / properties / bool_value / descriptionPrevious 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)" - changed
Input schema / properties / int_value / descriptionPrevious 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)" - changed
Input schema / properties / string_value / descriptionPrevious 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)" - changed
Input schema / properties / value / descriptionPrevious 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"
- Changed
metasound_set_node_input_default4 fields changed- changed
Input schema / properties / bool_value / descriptionPrevious value: -"Bool default (optional, mutually exclusive)."New value: +"Bool default, JSON true or false (optional, mutually exclusive)." - changed
Input schema / properties / int_value / descriptionPrevious value: -"Int32 default (optional, mutually exclusive)."New value: +"Int32 default, a whole JSON number (optional, mutually exclusive)." - changed
Input schema / properties / string_value / descriptionPrevious value: -"String default (optional, mutually exclusive)."New value: +"String default, a JSON string (optional, mutually exclusive)." - changed
Input schema / properties / value / descriptionPrevious 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)."
- Changed
move_niagara_simulation_stage2 fields changed- changed
Input schema / properties / stage_index / descriptionPrevious 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." - changed
Input schema / properties / target_index / descriptionPrevious 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)."
- Changed
overlap_scene1 field changed- changed
Input schema / requiredPrevious value: -[ - "shape", - "location", - "radius", - "half_height" -]New value: +[ + "shape", + "location" +]
- Changed
paste_actors1 field changed- changed
Input schema / properties / location / descriptionPrevious 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."
- Changed
play_level_sequence_runtime1 field changed- changed
Input schema / properties / sequence_name / descriptionPrevious 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."
- Changed
print_to_output_log2 fields changed- changed
Input schema / properties / message / descriptionPrevious value: -"The text to log."New value: +"The text to log; empty is an error." - changed
Input schema / properties / verbosity / descriptionPrevious 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."
- Changed
remove_anim_blueprint1 field changed- added
Input schema / requiredAdded value: +[ + "asset_path" +]
- Changed
remove_anim_composite1 field changed- added
Input schema / requiredAdded value: +[ + "asset_path" +]
- Changed
remove_anim_montage1 field changed- added
Input schema / requiredAdded value: +[ + "asset_path" +]
- Changed
remove_anim_sequence1 field changed- added
Input schema / requiredAdded value: +[ + "asset_path" +]
- Changed
remove_blend_space1 field changed- added
Input schema / requiredAdded value: +[ + "asset_path" +]
- Changed
remove_blendspace_1d1 field changed- added
Input schema / requiredAdded value: +[ + "asset_path" +]
- Changed
remove_niagara_renderer1 field changed- changed
Input schema / properties / renderer_index / descriptionPrevious 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)"
- Changed
remove_niagara_simulation_stage1 field changed- changed
Input schema / properties / stage_index / descriptionPrevious 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."
- Changed
remove_pose_asset1 field changed- added
Input schema / requiredAdded value: +[ + "asset_path" +]
- Changed
remove_render_target_2d1 field changed- added
Input schema / requiredAdded value: +[ + "asset_path" +]
- Changed
remove_render_target_2d_array1 field changed- added
Input schema / requiredAdded value: +[ + "asset_path" +]
- Changed
remove_render_target_cube1 field changed- added
Input schema / requiredAdded value: +[ + "asset_path" +]
- Changed
remove_skeletal_mesh_morph_target2 fields changed- changed
Input schema / properties / morph_target_name / descriptionPrevious 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" - changed
Input schema / properties / skeletal_mesh_path / descriptionPrevious value: -"Content path to the skeletal mesh asset"New value: +"Content path to the skeletal mesh asset, e.g. \"/Game/Characters/SKM_Hero\""
- Changed
remove_smart_object_definition_default_behavior1 field changed- changed
Input schema / requiredPrevious value: -[ - "definition_path" -]New value: +[ + "definition_path", + "behavior_index" +]
- Changed
remove_smart_object_slot1 field changed- changed
Input schema / requiredPrevious value: -[ - "definition_path" -]New value: +[ + "definition_path", + "slot_index" +]
- Changed
remove_smart_object_slot_behavior_definition1 field changed- changed
Input schema / requiredPrevious value: -[ - "definition_path" -]New value: +[ + "definition_path", + "slot_index", + "behavior_index" +]
- Changed
remove_smart_object_slot_entrance_annotation1 field changed- changed
Input schema / requiredPrevious value: -[ - "definition_path" -]New value: +[ + "definition_path", + "slot_index", + "entrance_index" +]
- Changed
remove_static_mesh_collision1 field changed- changed
Input schema / requiredPrevious value: -[ - "static_mesh_path", - "dest_path" -]New value: +[ + "static_mesh_path" +]
- Changed
remove_static_mesh_socket2 fields changed- changed
Input schema / properties / socket_name / descriptionPrevious value: -"Name of the socket to remove."New value: +"Name of the socket to remove, compared as an FName (case-insensitive)." - changed
Input schema / properties / static_mesh_path / descriptionPrevious value: -"Content path to the UStaticMesh asset."New value: +"Package or object path of the UStaticMesh, e.g. \"/Game/Meshes/SM_Crate\"."
- Changed
remove_static_texture_from_render_target1 field changed- added
Input schema / requiredAdded value: +[ + "asset_path" +]
- Changed
remove_texture_2d_array1 field changed- added
Input schema / requiredAdded value: +[ + "asset_path" +]
- Changed
remove_trigger_box1 field changed- added
Input schema / requiredAdded value: +[ + "actor_name" +]
- Changed
remove_trigger_sphere2 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious 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." - added
Input schema / requiredAdded value: +[ + "actor_name" +]
- Changed
remove_volume1 field changed- added
Input schema / requiredAdded value: +[ + "actor_name" +]
- Changed
reorder_niagara_modules2 fields changed- changed
Input schema / properties / module_name / descriptionPrevious 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" - changed
Input schema / properties / target_index / descriptionPrevious 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"
- Changed
run_asset_action_utility2 fields changed- changed
Input schema / properties / function_name / descriptionPrevious 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." - changed
Input schema / properties / utility_path / descriptionPrevious 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)."
- Changed
run_editor_utility_widget1 field changed- changed
Input schema / properties / widget_blueprint_path / descriptionPrevious 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)."
- Changed
scatter_foliage_in_box2 fields changed- changed
Input schema / properties / count / descriptionPrevious 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" - changed
Input schema / requiredPrevious value: -[ - "foliage_type_path", - "count" -]New value: +[ + "foliage_type_path" +]
- Changed
set_ability_cooldown2 fields changed- changed
Input schema / properties / ability_blueprint_path / descriptionPrevious value: -"Full asset path of the GameplayAbility Blueprint"New value: +"Asset path of the GameplayAbility Blueprint, e.g. \"/Game/GAS/Abilities/GA_Fireball\"." - changed
Input schema / properties / cooldown_effect_path / descriptionPrevious 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."
- Changed
set_actor_net_cull_distance2 fields changed- changed
Input schema / properties / actor_label / descriptionPrevious value: -"Label of the actor in the editor world."New value: +"Label of the actor in the editor world (first match)." - changed
Input schema / properties / distance / descriptionPrevious 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."
- Changed
set_actor_net_update_frequency3 fields changed- changed
Input schema / properties / actor_label / descriptionPrevious value: -"Label of the actor in the editor world."New value: +"Label of the actor in the editor world (first match)." - changed
Input schema / properties / frequency / descriptionPrevious value: -"Net update frequency in Hz."New value: +"Net update frequency in Hz (updates per second), written as given; required." - changed
Input schema / properties / min_frequency / descriptionPrevious 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."
- Changed
set_actor_transform2 fields changed- changed
Input schema / properties / location / descriptionPrevious 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." - changed
Input schema / properties / scale / descriptionPrevious 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."
- Changed
set_anim_curve_color1 field changed- changed
Input schema / properties / color / descriptionPrevious 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."
- Changed
set_anim_transition_rule_from_bool4 fields changed- changed
Input schema / properties / machine_name / descriptionPrevious value: -"Name of the state machine that owns the transition"New value: +"Name of the state machine that owns the transition, matched without case" - changed
Input schema / properties / source_state / descriptionPrevious value: -"Name of the source state (transition origin)"New value: +"Name of the source state or conduit (transition origin)" - changed
Input schema / properties / target_state / descriptionPrevious value: -"Name of the target state (transition destination)"New value: +"Name of the target state or conduit (transition destination)" - changed
Input schema / properties / variable_name / descriptionPrevious 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"
- Changed
set_anim_transition_rule_from_comparison5 fields changed- changed
Input schema / properties / comparison_value / descriptionPrevious 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" - changed
Input schema / properties / machine_name / descriptionPrevious value: -"Name of the state machine that owns the transition"New value: +"Name of the state machine that owns the transition, matched without case" - changed
Input schema / properties / source_state / descriptionPrevious value: -"Name of the source state (transition origin)"New value: +"Name of the source state or conduit (transition origin)" - changed
Input schema / properties / target_state / descriptionPrevious value: -"Name of the target state (transition destination)"New value: +"Name of the target state or conduit (transition destination)" - changed
Input schema / properties / variable_name / descriptionPrevious 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"
- Changed
set_attach_section_rules1 field changed- changed
Input schema / properties / track_type / descriptionPrevious 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."
- Changed
set_audio_section_start_offset4 fields changed- changed
Input schema / properties / section_index / descriptionPrevious 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)." - changed
Input schema / properties / sequence_path / descriptionPrevious 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." - changed
Input schema / properties / start_offset_frames / descriptionPrevious 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." - changed
Input schema / properties / start_offset_seconds / descriptionPrevious 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."
- Changed
set_audio_track_pitch1 field changed- changed
Input schema / requiredPrevious value: -[ - "sequence_name" -]New value: +[ + "sequence_name", + "pitch" +]
- Changed
set_audio_track_volume1 field changed- changed
Input schema / requiredPrevious value: -[ - "sequence_name" -]New value: +[ + "sequence_name", + "volume" +]
- Changed
set_blueprint_component_property1 field changed- changed
Input schema / requiredPrevious value: -[ - "component_name", - "property_name" -]New value: +[ + "component_name", + "property_name", + "property_value" +]
- Changed
set_bone_transform3 fields changed- changed
Input schema / properties / bone_name / descriptionPrevious value: -"Bone to update"New value: +"Name of an existing bone of that skeleton, e.g. \"spine_01\"." - changed
Input schema / properties / local_transform / descriptionPrevious 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." - changed
Input schema / properties / skeleton_path / descriptionPrevious value: -"Path to the USkeleton asset"New value: +"Asset path of the USkeleton, e.g. \"/Game/Characters/SK_Hero_Skeleton\"."
- Changed
set_camera_rig_rail_position2 fields changed- changed
Input schema / properties / position / descriptionPrevious 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." - changed
Input schema / properties / rig_actor_name / descriptionPrevious 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."
- Changed
set_cine_camera_aperture1 field changed- changed
Input schema / properties / camera_actor_name / descriptionPrevious 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."
- Changed
set_cine_camera_focal_length1 field changed- changed
Input schema / properties / camera_actor_name / descriptionPrevious 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."
- Changed
set_component_parameter_override3 fields changed- changed
Input schema / properties / parameter_name / descriptionPrevious 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" - changed
Input schema / properties / value / descriptionPrevious 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" - changed
Input schema / requiredPrevious value: -[ - "actor_label", - "parameter_name", - "value" -]New value: +[ + "actor_label" +]
- Changed
set_component_property1 field changed- changed
Input schema / requiredPrevious value: -[ - "actor_name", - "component_name", - "property_name" -]New value: +[ + "actor_name", + "component_name", + "property_name", + "property_value" +]
- Changed
set_data_asset_property1 field changed- changed
Input schema / requiredPrevious value: -[ - "data_asset_path", - "property_name" -]New value: +[ + "data_asset_path", + "property_name", + "value" +]
- Changed
set_data_table_row_from_json1 field changed- changed
Input schema / requiredPrevious value: -[ - "table_path", - "row_name" -]New value: +[ + "table_path", + "row_name", + "row_json" +]
- Changed
set_data_table_rows_from_json1 field changed- added
Input schema / requiredAdded value: +[ + "rows" +]
- Changed
set_decal_material2 fields changed- changed
Input schema / properties / actor_label / descriptionPrevious 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)." - changed
Input schema / properties / material_path / descriptionPrevious 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."
- Changed
set_decal_size5 fields changed- changed
Input schema / properties / actor_label / descriptionPrevious 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)." - changed
Input schema / properties / decal_size / descriptionPrevious 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." - changed
Input schema / properties / size_x / descriptionPrevious value: -"Optional X half-extent."New value: +"Optional X half-extent in cm (the projection depth); used only without a valid decal_size." - changed
Input schema / properties / size_y / descriptionPrevious value: -"Optional Y half-extent."New value: +"Optional Y half-extent in cm; used only without a valid decal_size." - changed
Input schema / properties / size_z / descriptionPrevious value: -"Optional Z half-extent."New value: +"Optional Z half-extent in cm; used only without a valid decal_size."
- Changed
set_decal_sort_order2 fields changed- changed
Input schema / properties / sort_order / descriptionPrevious value: -"New sort order value."New value: +"New sort order value, a whole number (a fraction is rounded); required." - changed
Input schema / requiredPrevious value: -[ - "actor_label" -]New value: +[ + "actor_label", + "sort_order" +]
- Changed
set_eqs_generator_properties2 fields changed- changed
Input schema / properties / option_index / descriptionPrevious 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" - changed
Input schema / properties / properties / descriptionPrevious 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)"
- Changed
set_far_clip_plane1 field changed- changed
Input schema / properties / distance / descriptionPrevious 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"
- Changed
set_game_mode_override1 field changed- changed
Input schema / properties / game_mode_class / descriptionPrevious 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\")"
- Changed
set_gameplay_cue_notify_looping_properties1 field changed- changed
Input schema / properties / cue_notify_path / descriptionPrevious 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\"."
- Changed
set_gameplay_effect_component_asset_tags2 fields changed- changed
Input schema / properties / tags / typePrevious value: -"string"New value: +"array" - added
Input schema / requiredAdded value: +[ + "tags" +]
- Changed
set_gameplay_effect_component_block_ability_tags2 fields changed- changed
Input schema / properties / tags / typePrevious value: -"string"New value: +"array" - added
Input schema / requiredAdded value: +[ + "tags" +]
- Changed
set_gameplay_effect_component_target_tags2 fields changed- changed
Input schema / properties / tags / typePrevious value: -"string"New value: +"array" - added
Input schema / requiredAdded value: +[ + "tags" +]
- Changed
set_level_sequence_time_runtime1 field changed- changed
Input schema / properties / time / descriptionPrevious value: -"Playback time in seconds, must be >= 0"New value: +"Playback time in seconds from the start of the sequence, must be >= 0"
- Changed
set_light_color2 fields changed- changed
Input schema / properties / color / descriptionPrevious 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" - changed
Input schema / properties / light_name / descriptionPrevious 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"
- Changed
set_light_intensity2 fields changed- changed
Input schema / properties / intensity / descriptionPrevious 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" - changed
Input schema / properties / light_name / descriptionPrevious 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"
- Changed
set_marked_frames_locked2 fields changed- changed
Input schema / properties / locked / descriptionPrevious value: -"Bool: whether marked frames should be locked."New value: +"Bool, required: true locks the marked frames, false unlocks them." - changed
Input schema / properties / sequence_name / descriptionPrevious 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."
- Changed
set_material_domain2 fields changed- changed
Input schema / properties / domain / descriptionPrevious 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" - changed
Input schema / properties / material_path / descriptionPrevious 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"
- Changed
set_mesh_material_id1 field changed- changed
Input schema / requiredPrevious value: -[ - "actor_name" -]New value: +[ + "actor_name", + "material_id" +]
- Changed
set_mesh_material_id_in_region1 field changed- changed
Input schema / requiredPrevious value: -[ - "actor_name" -]New value: +[ + "actor_name", + "material_id" +]
- Changed
set_metasound_preset_parameter4 fields changed- changed
Input schema / properties / parameter_name / descriptionPrevious 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." - changed
Input schema / properties / preset_path / descriptionPrevious value: -"Content path of the MetaSound preset asset."New value: +"Content path of the MetaSound preset asset, e.g. \"/Game/Audio/MSP_Engine\"." - changed
Input schema / properties / value / descriptionPrevious 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" - changed
Input schema / requiredPrevious value: -[ - "preset_path", - "parameter_name" -]New value: +[ + "preset_path", + "parameter_name", + "value" +]
- Changed
set_mpci_parent_collection1 field changed- changed
Input schema / properties / world_label / descriptionPrevious 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"
- Changed
set_mpci_scalar_parameter_value2 fields changed- changed
Input schema / properties / world_label / descriptionPrevious 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" - changed
Input schema / requiredPrevious value: -[ - "collection_path", - "parameter_name" -]New value: +[ + "collection_path", + "parameter_name", + "value" +]
- Changed
set_mpci_vector_parameter_value1 field changed- changed
Input schema / properties / world_label / descriptionPrevious 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"
- Changed
set_near_clip_plane1 field changed- changed
Input schema / properties / distance / descriptionPrevious 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"
- Changed
set_niagara_component_color1 field changed- changed
Input schema / properties / color / descriptionPrevious 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."
- Changed
set_niagara_component_float2 fields changed- changed
Input schema / properties / value / descriptionPrevious value: -"Float value to set."New value: +"Float value to set, a JSON number; the call fails without it." - changed
Input schema / requiredPrevious value: -[ - "actor_name", - "variable_name" -]New value: +[ + "actor_name", + "variable_name", + "value" +]
- Changed
set_niagara_component_int2 fields changed- changed
Input schema / properties / value / descriptionPrevious value: -"Integer value to set."New value: +"Integer value to set, a JSON number; the call fails without it." - changed
Input schema / requiredPrevious value: -[ - "actor_name", - "variable_name" -]New value: +[ + "actor_name", + "variable_name", + "value" +]
- Changed
set_niagara_component_quat4 fields changed- changed
Input schema / properties / w / descriptionPrevious value: -"W (scalar) component of the quaternion."New value: +"W (scalar) component of the quaternion, a JSON number; 1 when omitted." - changed
Input schema / properties / x / descriptionPrevious value: -"X component of the quaternion."New value: +"X component of the quaternion, a JSON number; 0 when omitted." - changed
Input schema / properties / y / descriptionPrevious value: -"Y component of the quaternion."New value: +"Y component of the quaternion, a JSON number; 0 when omitted." - changed
Input schema / properties / z / descriptionPrevious value: -"Z component of the quaternion."New value: +"Z component of the quaternion, a JSON number; 0 when omitted."
- Changed
set_niagara_component_vec22 fields changed- changed
Input schema / properties / x / descriptionPrevious value: -"X component of the Vec2."New value: +"X component of the Vec2, a JSON number; 0 when omitted." - changed
Input schema / properties / y / descriptionPrevious value: -"Y component of the Vec2."New value: +"Y component of the Vec2, a JSON number; 0 when omitted."
- Changed
set_niagara_component_vec44 fields changed- changed
Input schema / properties / w / descriptionPrevious value: -"W component of the Vec4."New value: +"W component of the Vec4, a JSON number; 0 when omitted." - changed
Input schema / properties / x / descriptionPrevious value: -"X component of the Vec4."New value: +"X component of the Vec4, a JSON number; 0 when omitted." - changed
Input schema / properties / y / descriptionPrevious value: -"Y component of the Vec4."New value: +"Y component of the Vec4, a JSON number; 0 when omitted." - changed
Input schema / properties / z / descriptionPrevious value: -"Z component of the Vec4."New value: +"Z component of the Vec4, a JSON number; 0 when omitted."
- Changed
set_niagara_data_interface_array1 field changed- changed
Input schema / properties / values / descriptionPrevious 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"
- Changed
set_niagara_emitter_allocation_mode1 field changed- changed
Input schema / properties / pre_allocation_count / descriptionPrevious 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"
- Changed
set_niagara_emitter_bounds4 fields changed- changed
Input schema / properties / bounds_max / descriptionPrevious 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." - changed
Input schema / properties / bounds_min / descriptionPrevious 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." - changed
Input schema / properties / emitter_name / descriptionPrevious value: -"Name of the emitter handle."New value: +"Emitter handle name as shown in the system, e.g. \"Sparks\" (case-insensitive)." - changed
Input schema / properties / system_path / descriptionPrevious 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)."
- Changed
set_niagara_emitter_max_gpu_particles2 fields changed- changed
Input schema / properties / max_gpu_particles / descriptionPrevious value: -"Non-negative integer"New value: +"Particles the emitter may spawn per frame on the GPU, an integer >= 0; the call fails without it" - changed
Input schema / requiredPrevious value: -[ - "system_path", - "emitter_name" -]New value: +[ + "system_path", + "emitter_name", + "max_gpu_particles" +]
- Changed
set_niagara_emitter_requires_persistent_ids2 fields changed- changed
Input schema / properties / requires_persistent_ids / descriptionPrevious value: -"Boolean to assign"New value: +"true to give every particle a persistent ID, false to drop them; the call fails without it" - changed
Input schema / requiredPrevious value: -[ - "system_path", - "emitter_name" -]New value: +[ + "system_path", + "emitter_name", + "requires_persistent_ids" +]
- Changed
set_niagara_mesh_renderer_mesh1 field changed- changed
Input schema / requiredPrevious value: -[ - "system_path", - "emitter_name", - "renderer_index", - "mesh_path", - "slot" -]New value: +[ + "system_path", + "emitter_name", + "renderer_index", + "mesh_path" +]
- Changed
set_niagara_module_input1 field changed- changed
Input schema / properties / value / descriptionPrevious 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."
- Changed
set_niagara_renderer_properties5 fields changed- changed
Input schema / properties / color_add / descriptionPrevious 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." - changed
Input schema / properties / locked_axis / descriptionPrevious 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." - changed
Input schema / properties / mesh_bounds_scale / descriptionPrevious 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." - changed
Input schema / properties / pivot_in_uv_space / descriptionPrevious value: -"Optional [x,y] or {X,Y} (Sprite): PivotInUVSpace."New value: +"Optional {X,Y} object (Sprite): PivotInUVSpace; an [x,y] array is an error." - changed
Input schema / properties / sub_image_size / descriptionPrevious 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."
- Changed
set_niagara_simulation_stage_properties1 field changed- changed
Input schema / requiredPrevious value: -[ - "system_path", - "emitter_name", - "stage_name" -]New value: +[ + "system_path", + "emitter_name" +]
- Changed
set_niagara_system_deterministic1 field changed- changed
Input schema / requiredPrevious value: -[ - "system_path" -]New value: +[ + "system_path", + "deterministic" +]
- Changed
set_niagara_system_properties1 field changed- changed
Input schema / properties / fixed_bounds / descriptionPrevious 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."
- Changed
set_niagara_system_warmup_tick_delta3 fields changed- changed
Input schema / properties / system_path / descriptionPrevious 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)." - changed
Input schema / properties / warmup_tick_delta / descriptionPrevious 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." - changed
Input schema / requiredPrevious value: -[ - "system_path" -]New value: +[ + "system_path", + "warmup_tick_delta" +]
- Changed
set_niagara_user_parameter9 fields changed- changed
Input schema / properties / color / descriptionPrevious 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)" - changed
Input schema / properties / color / typePrevious value: -"string"New value: +"array" - changed
Input schema / properties / type / descriptionPrevious 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" - changed
Input schema / properties / value / descriptionPrevious 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" - changed
Input schema / properties / vec2 / descriptionPrevious value: -"Optional [X, Y] for a Vec2 parameter"New value: +"[X, Y], 2 numbers, the value of a Vec2 parameter (required for it)" - changed
Input schema / properties / vec2 / typePrevious value: -"string"New value: +"array" - changed
Input schema / properties / vec4 / descriptionPrevious 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)" - changed
Input schema / properties / vec4 / typePrevious value: -"string"New value: +"array" - changed
Input schema / properties / vector / descriptionPrevious 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)"
- Changed
set_num_extended_polygroup_layers1 field changed- changed
Input schema / requiredPrevious value: -[ - "actor_name" -]New value: +[ + "actor_name", + "num_layers" +]
- Changed
set_polygroup_material_id1 field changed- changed
Input schema / requiredPrevious value: -[ - "actor_name" -]New value: +[ + "actor_name", + "polygroup_id", + "material_id" +]
- Changed
set_property_value1 field changed- changed
Input schema / requiredPrevious value: -[ - "object_path", - "property_name" -]New value: +[ + "object_path", + "property_name", + "value" +]
- Changed
set_rig_control_value3 fields changed- added
Input schema / properties / value / anyOfAdded value: +[ + { + "type": "string" + }, + { + "type": "number" + }, + { + "type": "integer" + }, + { + "type": "boolean" + }, + { + "type": "array" + }, + { + "additionalProperties": true, + "type": "object" + } +] - removed
Input schema / properties / value / typeRemoved value: -"string" - changed
Input schema / requiredPrevious value: -[ - "control_rig_path", - "control_name" -]New value: +[ + "control_rig_path", + "control_name", + "value" +]
- Changed
set_river_width_depth_at_point3 fields changed- changed
Input schema / properties / depth / descriptionPrevious 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)" - changed
Input schema / properties / input_key / descriptionPrevious 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" - changed
Input schema / properties / width / descriptionPrevious 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)"
- Changed
set_section_blend_type3 fields changed- changed
Input schema / properties / binding_guid / descriptionPrevious value: -"GUID of the binding whose section to edit."New value: +"GUID of the object binding whose section to edit (from get_sequence_bindings)." - changed
Input schema / properties / track_index / descriptionPrevious 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)." - changed
Input schema / properties / track_type / descriptionPrevious 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."
- Changed
set_section_easing6 fields changed- changed
Input schema / properties / binding_guid / descriptionPrevious value: -"GUID of the binding whose section to edit."New value: +"GUID of the object binding whose section to edit (from get_sequence_bindings)." - changed
Input schema / properties / ease_in_frames / descriptionPrevious 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." - changed
Input schema / properties / ease_out_frames / descriptionPrevious 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." - changed
Input schema / properties / track_index / descriptionPrevious 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)." - changed
Input schema / properties / track_type / descriptionPrevious 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." - changed
Input schema / properties / use_manual / descriptionPrevious 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."
- Changed
set_section_pre_post_rollout1 field changed- changed
Input schema / properties / track_type / descriptionPrevious 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."
- Changed
set_show_flag1 field changed- changed
Input schema / properties / flag_name / descriptionPrevious 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"
- Changed
set_skeletal_animation_section_params5 fields changed- changed
Input schema / properties / end_frame_offset / descriptionPrevious value: -"EndFrameOffset in tick frames (omit to leave unchanged)."New value: +"EndFrameOffset in tick frames, rounded (omit to leave unchanged)." - changed
Input schema / properties / slot_name / descriptionPrevious value: -"SlotName (FName; omit to leave unchanged)."New value: +"SlotName (FName; omit or pass an empty string to leave unchanged)." - changed
Input schema / properties / start_frame_offset / descriptionPrevious value: -"StartFrameOffset in tick frames (omit to leave unchanged)."New value: +"StartFrameOffset in tick frames, rounded (omit to leave unchanged)." - changed
Input schema / properties / track_index / descriptionPrevious 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)." - changed
Input schema / properties / track_type / descriptionPrevious 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."
- Changed
set_skeletal_mesh_min_lod3 fields changed- changed
Input schema / properties / min_lod / descriptionPrevious value: -"New MinLodIdx (must be in [0, NumLODs-1])"New value: +"New minimum LOD index, 0-based (must be in [0, NumLODs-1])" - changed
Input schema / properties / skeletal_mesh_path / descriptionPrevious value: -"Content path to the skeletal mesh asset"New value: +"Content path to the skeletal mesh asset, e.g. \"/Game/Characters/SKM_Hero\"" - changed
Input schema / requiredPrevious value: -[ - "skeletal_mesh_path" -]New value: +[ + "skeletal_mesh_path", + "min_lod" +]
- Changed
set_skeletal_mesh_section_cast_shadow3 fields changed- changed
Input schema / properties / lod_index / descriptionPrevious value: -"LOD index containing the section (default 0)"New value: +"0-based LOD index containing the section (default 0)" - changed
Input schema / properties / section_index / descriptionPrevious 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)" - changed
Input schema / properties / skeletal_mesh_path / descriptionPrevious value: -"Content path to the skeletal mesh asset"New value: +"Content path to the skeletal mesh asset, e.g. \"/Game/Characters/SKM_Hero\""
- Changed
set_skeletal_mesh_section_recompute_tangent3 fields changed- changed
Input schema / properties / lod_index / descriptionPrevious value: -"LOD index containing the section (default 0)"New value: +"0-based LOD index containing the section (default 0)" - changed
Input schema / properties / section_index / descriptionPrevious 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)" - changed
Input schema / properties / skeletal_mesh_path / descriptionPrevious value: -"Content path to the skeletal mesh asset"New value: +"Content path to the skeletal mesh asset, e.g. \"/Game/Characters/SKM_Hero\""
- Changed
set_smart_object_definition_activity_tags3 fields changed- changed
Input schema / properties / activity_tags / descriptionPrevious 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" - changed
Input schema / properties / filtering_policy / descriptionPrevious 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" - changed
Input schema / properties / merging_policy / descriptionPrevious 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"
- Changed
set_smart_object_definition_user_tag_filter2 fields changed- changed
Input schema / properties / match / descriptionPrevious value: -"Match mode: \"any\" (default), \"all\", or \"none\""New value: +"Match mode: \"any\" (default), \"all\", or \"none\"; any other value is an error" - changed
Input schema / properties / user_tags / descriptionPrevious 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"
- Changed
set_smart_object_slot_activity_tags1 field changed- changed
Input schema / requiredPrevious value: -[ - "definition_path" -]New value: +[ + "definition_path", + "slot_index" +]
- Changed
set_smart_object_slot_enabled1 field changed- changed
Input schema / requiredPrevious value: -[ - "definition_path" -]New value: +[ + "definition_path", + "slot_index" +]
- Changed
set_smart_object_slot_runtime_tags1 field changed- changed
Input schema / requiredPrevious value: -[ - "definition_path" -]New value: +[ + "definition_path", + "slot_index" +]
- Changed
set_smart_object_slot_transform1 field changed- changed
Input schema / requiredPrevious value: -[ - "definition_path" -]New value: +[ + "definition_path", + "slot_index" +]
- Changed
set_smart_object_slot_user_tag_filter4 fields changed- changed
Input schema / properties / match / descriptionPrevious value: -"Match mode: \"any\" (default), \"all\", or \"none\""New value: +"Match mode: \"any\" (default), \"all\", or \"none\"; any other value is an error" - changed
Input schema / properties / slot_index / descriptionPrevious 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" - changed
Input schema / properties / user_tags / descriptionPrevious 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" - changed
Input schema / requiredPrevious value: -[ - "definition_path" -]New value: +[ + "definition_path", + "slot_index" +]
- Changed
set_spawn_ownership5 fields changed- changed
Input schema / properties / binding_guid / descriptionPrevious 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)." - changed
Input schema / properties / ownership / descriptionPrevious value: -"One of: InnerSequence | RootSequence | External."New value: +"One of: InnerSequence | RootSequence | External. MasterSequence is accepted as RootSequence." - changed
Input schema / properties / sequence_name / descriptionPrevious 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." - changed
Input schema / properties / sequence_path / descriptionPrevious 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." - changed
Input schema / requiredPrevious value: -[ - "sequence_name", - "sequence_path", - "binding_guid", - "ownership" -]New value: +[ + "binding_guid", + "ownership" +]
- Changed
set_state_selection_behavior3 fields changed- changed
Input schema / properties / selection_behavior / descriptionPrevious value: -"One of None | TryEnterState | TrySelectChildrenInOrder | TrySelectChildrenAtRandom | ..."New value: +"One of None | TryEnterState | TrySelectChildrenInOrder | TrySelectChildrenAtRandom | TrySelectChildrenWithHighestUtility | TrySelectChildrenAtRandomWeightedByUtility | TryFollowTransitions; an EStateTreeStateSelectionBehavior:: prefix is accepted" - changed
Input schema / properties / state_name / descriptionPrevious 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" - changed
Input schema / properties / tree_path / descriptionPrevious value: -"Asset path to the UStateTree"New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
- Changed
set_static_mesh_convex_collision1 field changed- changed
Input schema / requiredPrevious value: -[ - "static_mesh_path", - "dest_path" -]New value: +[ + "static_mesh_path" +]
- Changed
set_static_mesh_kdop_collision1 field changed- changed
Input schema / requiredPrevious value: -[ - "static_mesh_path", - "dest_path" -]New value: +[ + "static_mesh_path" +]
- Changed
set_static_mesh_material_slot1 field changed- changed
Input schema / requiredPrevious value: -[ - "static_mesh_path", - "material_path" -]New value: +[ + "static_mesh_path", + "material_index", + "material_path" +]
- Changed
set_streaming_level_loaded2 fields changed- changed
Input schema / properties / level_package_path / descriptionPrevious 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." - changed
Input schema / properties / loaded / descriptionPrevious value: -"Desired should-be-loaded state."New value: +"Desired should-be-loaded state; required."
- Changed
set_string_table_entry3 fields changed- changed
Input schema / properties / key / descriptionPrevious 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." - changed
Input schema / properties / source_string / descriptionPrevious value: -"Source string for the key"New value: +"Source text for the key, e.g. \"Play\"; an empty string is accepted." - changed
Input schema / properties / string_table_path / descriptionPrevious value: -"Full asset path to the UStringTable"New value: +"Asset path of the UStringTable, e.g. \"/Game/StringTables/ST_UI\"."
- Changed
set_transform_section_mask1 field changed- added
Input schema / requiredAdded value: +[ + "channels" +]
- Changed
set_transition_properties5 fields changed- changed
Input schema / properties / priority / descriptionPrevious value: -"Optional EStateTreeTransitionPriority name (e.g. Low, Normal, High)"New value: +"Optional EStateTreeTransitionPriority name (e.g. Low, Normal, Medium, High, Critical)" - changed
Input schema / properties / state_name / descriptionPrevious 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" - changed
Input schema / properties / transition_index / descriptionPrevious 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" - changed
Input schema / properties / tree_path / descriptionPrevious value: -"Asset path to the UStateTree"New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"." - changed
Input schema / properties / trigger / descriptionPrevious value: -"Optional EStateTreeTransitionTrigger name (e.g. OnStateCompleted, OnTick)"New value: +"Optional EStateTreeTransitionTrigger name (e.g. OnStateCompleted, OnStateSucceeded, OnStateFailed, OnTick, OnEvent, OnDelegate)"
- Changed
set_triangle_uvs4 fields changed- changed
Input schema / properties / uv0 / descriptionPrevious 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)." - changed
Input schema / properties / uv1 / descriptionPrevious value: -"Second corner as [u, v]."New value: +"Second corner as [u, v] (required)." - changed
Input schema / properties / uv2 / descriptionPrevious 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)." - changed
Input schema / properties / uv_channel / descriptionPrevious 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"
- Changed
set_usd_attribute_value6 fields changed- changed
Input schema / properties / attr_name / descriptionPrevious value: -"Attribute name to set"New value: +"Attribute name to set, e.g. \"size\"" - changed
Input schema / properties / prim_path / descriptionPrevious value: -"Target prim path"New value: +"Absolute SdfPath of an existing prim on that stage, e.g. \"/World/Cube\"." - changed
Input schema / properties / stage_name / descriptionPrevious 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\")." - changed
Input schema / properties / time / descriptionPrevious 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" - changed
Input schema / properties / type_name / descriptionPrevious 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." - changed
Input schema / properties / value / descriptionPrevious 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."
- Changed
set_usd_prim_metadata2 fields changed- changed
Input schema / properties / key / descriptionPrevious 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." - changed
Input schema / properties / value / descriptionPrevious 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."
- Changed
set_view_type1 field changed- changed
Input schema / properties / type / descriptionPrevious 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."
- Changed
set_viewmodel_field2 fields changed- changed
Input schema / properties / context_name / descriptionPrevious 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)." - changed
Input schema / properties / widget_instance_name / descriptionPrevious 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\"."
- Changed
set_viewport_fov1 field changed- changed
Input schema / properties / fov / descriptionPrevious 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)"
- Changed
set_viewport_view_mode1 field changed- changed
Input schema / properties / view_mode / descriptionPrevious 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."
- Changed
set_water_body_gerstner_waves_spectrum3 fields changed- changed
Input schema / properties / octaves / descriptionPrevious 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." - changed
Input schema / properties / spectrum_type / descriptionPrevious value: -"Wave spectrum: Phillips (default), PiersonMoskowitz, or JONSWAP"New value: +"Wave spectrum: Phillips (default), PiersonMoskowitz, or JONSWAP; any other name is an error." - changed
Input schema / properties / water_body_label / descriptionPrevious 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."
- Changed
set_water_body_material2 fields changed- changed
Input schema / properties / material_path / descriptionPrevious 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)." - changed
Input schema / properties / water_body_label / descriptionPrevious 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)."
- Changed
set_water_body_properties2 fields changed- changed
Input schema / properties / input_key / descriptionPrevious 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" - changed
Input schema / requiredPrevious value: -[ - "water_body_label", - "input_key" -]New value: +[ + "water_body_label" +]
- Changed
set_widget_drag_drop3 fields changed- changed
Input schema / properties / operation_class / descriptionPrevious 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." - changed
Input schema / properties / widget_blueprint_name / descriptionPrevious value: -"/Game path of the Widget Blueprint"New value: +"/Game path of the Widget Blueprint, e.g. \"/Game/UI/WBP_Inventory\"." - changed
Input schema / properties / widget_name / descriptionPrevious 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."
- Changed
set_widget_visibility2 fields changed- changed
Input schema / properties / visibility / descriptionPrevious value: -"Target visibility state: Visible, Collapsed, Hidden, HitTestInvisible, or SelfHitTestInvisible"New value: +"Target visibility state: Visible, Collapsed, Hidden, HitTestInvisible, or SelfHitTestInvisible (matched without case)" - changed
Input schema / properties / widget_name / descriptionPrevious 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"
- Changed
set_world_partition_runtime_hash3 fields changed- changed
Input schema / properties / cell_size / descriptionPrevious 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." - changed
Input schema / properties / grid_name / descriptionPrevious value: -"Informative only (accepted, not applied): target grid name."New value: +"Accepted and ignored, never applied: the name of the target runtime grid." - changed
Input schema / properties / loading_range / descriptionPrevious value: -"Informative only (accepted, not applied): desired loading range."New value: +"Accepted and ignored, never applied: the desired loading range, in world units."
- Changed
show_notification2 fields changed- changed
Input schema / properties / duration / descriptionPrevious 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." - changed
Input schema / properties / message / descriptionPrevious value: -"The text to display in the notification."New value: +"The text to display in the notification; empty is an error."
- Changed
sort_montage_segments1 field changed- changed
Input schema / properties / slot_name / descriptionPrevious 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."
- Changed
spawn_actor2 fields changed- changed
Input schema / properties / location / descriptionPrevious 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." - changed
Input schema / properties / scale / descriptionPrevious 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."
- Changed
spawn_box_volume1 field changed- changed
Input schema / requiredPrevious value: -[ - "volume_class" -]New value: +[ + "volume_class", + "extent" +]
- Changed
spawn_exponential_height_fog1 field changed- changed
Input schema / properties / location / descriptionPrevious 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"
- Changed
spawn_field_system_actor3 fields changed- changed
Input schema / properties / actor_label / descriptionPrevious value: -"Editor label for the spawned actor"New value: +"Outliner label for the spawned actor" - changed
Input schema / properties / field_system_path / descriptionPrevious value: -"Asset path of the UFieldSystem to assign"New value: +"Asset path of an existing UFieldSystem to assign, e.g. \"/Game/MyGame/FS_Example\"" - changed
Input schema / properties / location / descriptionPrevious 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)"
- Changed
spawn_nav_link_proxy1 field changed- changed
Input schema / properties / location / descriptionPrevious 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"
- Changed
spawn_nav_modifier_volume3 fields changed- changed
Input schema / properties / area_class / descriptionPrevious 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" - changed
Input schema / properties / extent / descriptionPrevious 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" - changed
Input schema / properties / location / descriptionPrevious 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"
- Changed
spawn_pcg_volume1 field changed- added
Input schema / requiredAdded value: +[ + "location" +]
- Changed
spawn_post_process_volume1 field changed- changed
Input schema / properties / location / descriptionPrevious 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."
- Changed
spawn_scene_capture_2d2 fields changed- changed
Input schema / properties / location / descriptionPrevious 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" - changed
Input schema / properties / rotation / descriptionPrevious 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)"
- Changed
spawn_sky_atmosphere1 field changed- changed
Input schema / properties / location / descriptionPrevious 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."
- Changed
spawn_volumetric_cloud1 field changed- changed
Input schema / properties / location / descriptionPrevious 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."
- Changed
suggest_asset_optimizations1 field changed- changed
Input schema / properties / asset_path / descriptionPrevious 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"
- Changed
update_procedural_mesh_section3 fields changed- changed
Input schema / properties / vertices / descriptionPrevious 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" - changed
Input schema / properties / vertices / typePrevious value: -"string"New value: +"array" - changed
Input schema / requiredPrevious value: -[ - "actor_label" -]New value: +[ + "actor_label", + "vertices" +]
- Changed
weld_mesh_edges3 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious value: -"Label or name of the target DynamicMeshActor"New value: +"Label or object name of the DynamicMeshActor in the editor world (case-insensitive)." - changed
Input schema / properties / only_unique_pairs / descriptionPrevious 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." - changed
Input schema / properties / tolerance / descriptionPrevious 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)."
- Changed
wire_aim_offset7 fields changed- changed
Input schema / properties / asset_name / descriptionPrevious value: -"BlendSpace1D asset name."New value: +"Asset name; the object path becomes package_path/asset_name.asset_name." - changed
Input schema / properties / axis_name / descriptionPrevious value: -"Optional axis name (default \"Yaw\")."New value: +"Optional axis label echoed in the reply (default \"Yaw\"); not written to the asset." - changed
Input schema / properties / max_value / descriptionPrevious 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." - changed
Input schema / properties / min_value / descriptionPrevious 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." - changed
Input schema / properties / num_grid_points / descriptionPrevious value: -"Optional int (default 4)."New value: +"Optional int (default 4) echoed clamped to 1-10; not written to the asset." - changed
Input schema / properties / package_path / descriptionPrevious value: -"UE content folder."New value: +"Content folder for the asset, e.g. /Game/Animation (a trailing slash is ignored)." - changed
Input schema / properties / skeleton_path / descriptionPrevious 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."
58 tool updates
v1.2.2- Changed
add_anim_bone_track1 field changed- changed
Input schema / properties / bone_name / descriptionPrevious 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."
- Changed
add_camera_component1 field changed- changed
Input schema / properties / component_name / descriptionPrevious 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."
- Changed
add_camera_cut_section1 field changed- changed
Input schema / requiredPrevious value: -[ - "sequence_path", - "sequence_name", - "camera_binding_guid" -]New value: +[ + "camera_binding_guid" +]
- Changed
add_chooser_column_to_table1 field changed- changed
Input schema / properties / column_name / descriptionPrevious 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."
- Changed
add_component_material_track1 field changed- changed
Input schema / properties / material_index / descriptionPrevious 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)"
- Changed
add_eqs_generator1 field changed- changed
Input schema / properties / option_index / descriptionPrevious 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"
- Changed
add_eqs_test1 field changed- changed
Input schema / properties / option_index / descriptionPrevious 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"
- Changed
add_event_track_section1 field changed- removed
Input schema / requiredRemoved value: -[ - "sequence_path", - "sequence_name" -]
- Changed
add_metasound_graph_input1 field changed- changed
Input schema / properties / metasound_path / descriptionPrevious 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\""
- Changed
add_niagara_data_interface1 field changed- changed
Input schema / properties / data_interface_class / descriptionPrevious 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>"
- Changed
add_shot_section1 field changed- removed
Input schema / requiredRemoved value: -[ - "sequence_path", - "sequence_name" -]
- Changed
add_shot_track1 field changed- removed
Input schema / requiredRemoved value: -[ - "sequence_path", - "sequence_name" -]
- Changed
add_skeletal_mesh_socket2 fields changed- changed
Input schema / properties / bone_name / descriptionPrevious 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." - changed
Input schema / properties / socket_name / descriptionPrevious 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."
- Changed
add_spring_arm1 field changed- changed
Input schema / properties / component_name / descriptionPrevious 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."
- Changed
add_subsequence_track1 field changed- removed
Input schema / requiredRemoved value: -[ - "sequence_path", - "sequence_name" -]
- Changed
bind_component_property_to_sequence1 field changed- changed
Input schema / requiredPrevious value: -[ - "sequence_path", - "sequence_name", - "actor_name", - "component_name", - "property_name", - "property_type" -]New value: +[ + "actor_name", + "component_name", + "property_name", + "property_type" +]
- Changed
bind_component_to_sequence1 field changed- changed
Input schema / requiredPrevious value: -[ - "sequence_path", - "sequence_name", - "actor_name", - "component_name" -]New value: +[ + "actor_name", + "component_name" +]
- Changed
build_mesh_bvh1 field changed- changed
Input schema / properties / b_only_if_invalid / descriptionPrevious 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."
- Changed
copy_dynamic_mesh_to_static_mesh1 field changed- changed
Input schema / properties / lod_index / descriptionPrevious 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."
- Changed
copy_mesh_uv_channel1 field changed- changed
Input schema / properties / dest_channel / descriptionPrevious 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)"
- Changed
create_audio_bus1 field changed- changed
Input schema / properties / channels / descriptionPrevious 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."
- Changed
create_chooser_table1 field changed- changed
Input schema / properties / output_object_class / descriptionPrevious 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."
- Changed
create_editable_skeletal_mesh1 field changed- changed
Input schema / properties / package_path / descriptionPrevious 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."
- Changed
create_level_sequence1 field changed- changed
Input schema / properties / frame_rate / descriptionPrevious 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"
- Changed
create_procedural_box_mesh1 field changed- changed
Input schema / properties / section_index / descriptionPrevious 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"
- Changed
create_procedural_grid_mesh3 fields changed- changed
Input schema / properties / num_x / descriptionPrevious 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" - changed
Input schema / properties / num_y / descriptionPrevious 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" - changed
Input schema / properties / section_index / descriptionPrevious 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"
- Changed
create_sound_source_bus2 fields changed- changed
Input schema / properties / duration / descriptionPrevious 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." - changed
Input schema / properties / source_bus_channels / descriptionPrevious 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."
- Changed
define_usd_prim1 field changed- changed
Input schema / properties / specifier / descriptionPrevious value: -"\"Def\" | \"Over\" | \"Class\". Default: Def"New value: +"\"Def\" | \"Over\" | \"Class\", case-insensitive; anything else is refused. Default: Def"
- Changed
find_nearest_point_on_mesh1 field changed- changed
Input schema / properties / allow_unsafe_modified / descriptionPrevious 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."
- Changed
find_nearest_ray_intersection_with_mesh2 fields changed- changed
Input schema / properties / allow_unsafe_modified / descriptionPrevious 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." - changed
Input schema / properties / ray_direction / descriptionPrevious 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."
- Changed
generate_mesh_uvs1 field changed- changed
Input schema / properties / uv_channel / descriptionPrevious value: -"UV set index to write, default 0"New value: +"UV set index to write, 0 to 7, default 0"
- Changed
get_procedural_mesh_section_data1 field changed- changed
Input schema / properties / section_index / descriptionPrevious value: -"Required target section index"New value: +"Required target section index (>= 0)"
- Changed
get_sequence_track_count1 field changed- removed
Input schema / requiredRemoved value: -[ - "sequence_path", - "sequence_name" -]
- Changed
is_point_inside_mesh2 fields changed- changed
Input schema / properties / allow_unsafe_modified / descriptionPrevious 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." - changed
Input schema / properties / max_distance / descriptionPrevious 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."
- Changed
move_ik_solver_in_stack1 field changed- changed
Input schema / properties / to_index / descriptionPrevious value: -"Target 0-based solver index"New value: +"Target 0-based solver index, below the solver count"
- Changed
rebuild_mesh_bvh1 field changed- changed
Input schema / properties / b_only_if_invalid / descriptionPrevious 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"
- Changed
remove_anim_bone_track1 field changed- changed
Input schema / properties / bone_name / descriptionPrevious 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."
- Changed
remove_sequence_track1 field changed- changed
Input schema / requiredPrevious value: -[ - "sequence_path", - "sequence_name", - "track_name" -]New value: +[ + "track_name" +]
- Changed
remove_widget1 field changed- added
Input schema / properties / target_worldAdded 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" +}
- Changed
rotate_dynamic_mesh2 fields changed- changed
Input schema / properties / rotation / descriptionPrevious 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" - changed
Input schema / requiredPrevious value: -[ - "actor_name" -]New value: +[ + "actor_name", + "rotation" +]
- Changed
set_actor_material1 field changed- changed
Input schema / properties / slot_index / descriptionPrevious value: -"Material slot index, default 0"New value: +"Material slot index, from 0 to the component's slot count minus 1, default 0"
- Changed
set_anim_bone_track_keys1 field changed- changed
Input schema / properties / bone_name / descriptionPrevious 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."
- Changed
set_anim_curve_interp_mode1 field changed- changed
Input schema / requiredPrevious value: -[ - "anim_sequence_path", - "curve_name" -]New value: +[ + "anim_sequence_path", + "curve_name", + "interp_mode" +]
- Changed
set_anim_curve_keys1 field changed- changed
Input schema / properties / curve_type / descriptionPrevious 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."
- Changed
set_anim_frame_rate1 field changed- changed
Input schema / properties / fps / descriptionPrevious 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."
- Changed
set_audio_section_start_offset1 field changed- removed
Input schema / requiredRemoved value: -[ - "sequence_path", - "sequence_name" -]
- Changed
set_gameplay_effect_component_target_tag_requirements12 fields changed- changed
Input schema / properties / application_ignore_tags / descriptionPrevious value: -"Optional tags that, if present, block application"New value: +"Optional array of gameplay tag strings: that, if present, block application" - changed
Input schema / properties / application_ignore_tags / typePrevious value: -"string"New value: +"array" - changed
Input schema / properties / application_require_tags / descriptionPrevious 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" - changed
Input schema / properties / application_require_tags / typePrevious value: -"string"New value: +"array" - changed
Input schema / properties / ongoing_ignore_tags / descriptionPrevious 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" - changed
Input schema / properties / ongoing_ignore_tags / typePrevious value: -"string"New value: +"array" - changed
Input schema / properties / ongoing_require_tags / descriptionPrevious 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'" - changed
Input schema / properties / ongoing_require_tags / typePrevious value: -"string"New value: +"array" - changed
Input schema / properties / removal_ignore_tags / descriptionPrevious value: -"Optional ignore tags for the removal requirement"New value: +"Optional array of gameplay tag strings: ignore tags for the removal requirement" - changed
Input schema / properties / removal_ignore_tags / typePrevious value: -"string"New value: +"array" - changed
Input schema / properties / removal_require_tags / descriptionPrevious value: -"Optional tags that, if met, remove the GE"New value: +"Optional array of gameplay tag strings: that, if met, remove the GE" - changed
Input schema / properties / removal_require_tags / typePrevious value: -"string"New value: +"array"
- Changed
set_gameplay_effect_duration2 fields changed- changed
Input schema / properties / duration_seconds / descriptionPrevious 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" - changed
Input schema / requiredPrevious value: -[ - "duration_policy", - "duration_seconds" -]New value: +[ + "duration_policy" +]
- Changed
set_ik_retarget_chain_bones1 field changed- changed
Input schema / properties / goal_name / descriptionPrevious 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."
- Changed
set_material_node_param1 field changed- changed
Input schema / properties / value / descriptionPrevious 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."
- Changed
set_mid_scalar_param1 field changed- changed
Input schema / properties / param_name / descriptionPrevious value: -"Name of the scalar parameter"New value: +"Name of a scalar parameter of the MID's material"
- Changed
set_mid_texture_param1 field changed- changed
Input schema / properties / parameter_name / descriptionPrevious value: -"Name of the texture parameter"New value: +"Name of a texture parameter of the MID's material"
- Changed
set_mid_vector_param6 fields changed- changed
Input schema / properties / b / descriptionPrevious value: -"Blue component (0-1)"New value: +"Not read at the top level: the blue component goes in value" - changed
Input schema / properties / g / descriptionPrevious value: -"Green component (0-1)"New value: +"Not read at the top level: the green component goes in value" - changed
Input schema / properties / mid_object_path / descriptionPrevious value: -"Object path of the MID"New value: +"Object path of the MID (from create_material_instance_dynamic)" - changed
Input schema / properties / param_name / descriptionPrevious value: -"Name of the vector parameter"New value: +"Name of a vector parameter of the MID's material" - changed
Input schema / properties / r / descriptionPrevious value: -"Red component (0-1)"New value: +"Not read at the top level: the red component goes in value" - changed
Input schema / properties / value / descriptionPrevious 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"
- Changed
set_num_uv_channels1 field changed- changed
Input schema / properties / num_uv_channels / descriptionPrevious value: -"Desired count (>= 0; <= 8 in practice) (required)"New value: +"Desired count, 0 to 8 (required)"
- Changed
set_procedural_mesh_material1 field changed- changed
Input schema / properties / element_index / descriptionPrevious 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"
- Changed
set_usd_prim_specifier1 field changed- changed
Input schema / properties / specifier / descriptionPrevious 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."
- Changed
setup_foot_ik2 fields changed- changed
Input schema / properties / left_foot_bone / descriptionPrevious 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." - changed
Input schema / properties / right_foot_bone / descriptionPrevious 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."
- Changed
update_procedural_mesh_section1 field changed- changed
Input schema / properties / section_index / descriptionPrevious value: -"Optional target section index; defaults to 0"New value: +"Optional target section index (>= 0); defaults to 0"
459 tool updates
v1.2.0- Changed
activate_ability2 fields changed- changed
Input schema / properties / ability_name / descriptionPrevious 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" - changed
Input schema / properties / actor_name / descriptionPrevious 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"
- Changed
add_ability_task3 fields changed- changed
Input schema / properties / ability_class / descriptionPrevious 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)" - changed
Input schema / properties / actor_name / descriptionPrevious 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" - changed
Input schema / properties / task_class / descriptionPrevious 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"
- Changed
add_anim_bone_track1 field changed- changed
Input schema / properties / num_keys / descriptionPrevious 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."
- Changed
add_anim_curve_name1 field changed- changed
Input schema / properties / skeleton_path / descriptionPrevious 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."
- Changed
add_anim_notify1 field changed- changed
Input schema / properties / notify_name / descriptionPrevious 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."
- Changed
add_anim_notify_name1 field changed- changed
Input schema / properties / skeleton_path / descriptionPrevious 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."
- Changed
add_anim_notify_state1 field changed- changed
Input schema / properties / notify_state_name / descriptionPrevious 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."
- Changed
add_anim_slot_group2 fields changed- changed
Input schema / properties / group_name / descriptionPrevious value: -"Name of the new slot group"New value: +"Name of the slot group to add, e.g. \"WeaponGroup\"." - changed
Input schema / properties / skeleton_path / descriptionPrevious value: -"Path to the USkeleton asset"New value: +"USkeleton asset path, e.g. \"/Game/Characters/SK_Hero_Skeleton\"."
- Changed
add_anim_sync_marker1 field changed- changed
Input schema / properties / marker_name / descriptionPrevious 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."
- Changed
add_attribute_to_set1 field changed- changed
Input schema / properties / default_value / descriptionPrevious 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."
- Changed
add_bone1 field changed- changed
Input schema / properties / bone_name / descriptionPrevious 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)"
- Changed
add_cast_node1 field changed- removed
Input schema / requiredRemoved value: -[ - "target_class_name" -]
- Changed
add_chooser_column_to_table1 field changed- changed
Input schema / properties / column_name / descriptionPrevious 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."
- Changed
add_collection_scalar_param1 field changed- changed
Input schema / properties / default_value / descriptionPrevious 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"
- Changed
add_collision_profile1 field changed- changed
Input schema / properties / profile_name / descriptionPrevious value: -"Profile name"New value: +"Name of the collision profile to create or replace, e.g. \"MyPawnProfile\""
- Changed
add_consideration1 field changed- changed
Input schema / requiredPrevious value: -[ - "tree_path", - "consideration_class" -]New value: +[ + "tree_path", + "state_name", + "consideration_class" +]
- Changed
add_curve_key4 fields changed- changed
Input schema / properties / channel / descriptionPrevious 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" - changed
Input schema / properties / interp / descriptionPrevious 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" - changed
Input schema / properties / time / descriptionPrevious 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" - changed
Input schema / properties / value / descriptionPrevious value: -"Key value"New value: +"Key value (Y axis) stored at that time on the chosen channel, as a float"
- Changed
add_gameplay_effect_component2 fields changed- changed
Input schema / properties / component_type / descriptionPrevious 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)." - changed
Input schema / properties / gameplay_effect_path / descriptionPrevious value: -"Full asset path of the GE Blueprint"New value: +"Asset path of the GameplayEffect Blueprint, e.g. \"/Game/GAS/Effects/GE_Damage\"."
- Changed
add_gameplay_effect_modifier3 fields changed- changed
Input schema / properties / attribute_name / descriptionPrevious 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" - changed
Input schema / properties / magnitude / descriptionPrevious value: -"Numeric magnitude of the modifier"New value: +"Constant magnitude of the modifier, stored as a ScalableFloat without a curve" - changed
Input schema / properties / modifier_op / descriptionPrevious value: -"Add, Multiply, Divide, or Override"New value: +"Add, Multiply, Divide, or Override (case-insensitive)"
- Changed
add_ik_retarget_chain4 fields changed- changed
Input schema / properties / end_bone / descriptionPrevious value: -"Last bone in the chain"New value: +"Last bone of the chain; must exist in the skeleton of the rig." - changed
Input schema / properties / goal_name / descriptionPrevious 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." - changed
Input schema / properties / ik_rig_path / descriptionPrevious value: -"Path to the UIKRigDefinition asset"New value: +"IK Rig (UIKRigDefinition) asset path, e.g. \"/Game/Retarget/IK_Hero\"." - changed
Input schema / properties / start_bone / descriptionPrevious value: -"First bone in the chain"New value: +"First bone of the chain; must exist in the skeleton of the rig."
- Changed
add_input_modifier1 field changed- changed
Input schema / requiredPrevious value: -[ - "context_name", - "action_name", - "key" -]New value: +[ + "modifier_type" +]
- Changed
add_input_trigger4 fields changed- changed
Input schema / properties / context_name / descriptionPrevious 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." - changed
Input schema / properties / context_path / descriptionPrevious 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." - changed
Input schema / properties / key / descriptionPrevious 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." - changed
Input schema / requiredPrevious value: -[ - "context_name", - "action_name", - "key" -]New value: +[ + "trigger_type" +]
- Changed
add_light5 fields changed- changed
Input schema / properties / color / descriptionPrevious 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." - changed
Input schema / properties / intensity / descriptionPrevious 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." - changed
Input schema / properties / light_type / descriptionPrevious value: -"Directional, Point, Spot, Rect, or Sky"New value: +"Directional, Point, Spot, Rect, or Sky (case-insensitive); anything else is an error." - changed
Input schema / properties / location / descriptionPrevious 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." - changed
Input schema / properties / rotation / descriptionPrevious 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."
- Changed
add_mapping_to_context1 field changed- removed
Input schema / requiredRemoved value: -[ - "context_name", - "action_name", - "key" -]
- Changed
add_mass_trait_to_entity2 fields changed- changed
Input schema / properties / entity_handle / descriptionPrevious 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" - changed
Input schema / properties / tag / descriptionPrevious 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"
- Changed
add_material_attribute_layers_node1 field changed- changed
Input schema / properties / node_name / descriptionPrevious 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"
- Changed
add_material_function_input6 fields changed- changed
Input schema / properties / input_name / descriptionPrevious 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." - added
Input schema / properties / preview_value / additionalPropertiesAdded value: +true - changed
Input schema / properties / preview_value / descriptionPrevious 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." - changed
Input schema / properties / preview_value / typePrevious value: -"string"New value: +"object" - changed
Input schema / properties / sort_priority / typePrevious value: -"string"New value: +"number" - changed
Input schema / properties / use_preview_value_as_default / typePrevious value: -"string"New value: +"boolean"
- Changed
add_modulation_input_to_patch1 field changed- changed
Input schema / properties / input_name / descriptionPrevious 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)"
- Changed
add_niagara_data_interface1 field changed- changed
Input schema / requiredPrevious value: -[ - "parameter_name", - "data_interface_class" -]New value: +[ + "system_path", + "parameter_name", + "data_interface_class" +]
- Changed
add_niagara_decal_renderer1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name" -]New value: +[ + "system_path", + "emitter_name" +]
- Changed
add_niagara_emitter_from_template1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_asset_path" -]New value: +[ + "system_path", + "emitter_asset_path" +]
- Changed
add_niagara_emitter_handle1 field changed- added
Input schema / requiredAdded value: +[ + "system_path" +]
- Changed
add_niagara_event_handler1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name", - "source_event_name" -]New value: +[ + "system_path", + "emitter_name", + "source_event_name" +]
- Changed
add_niagara_light_renderer1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name" -]New value: +[ + "system_path", + "emitter_name" +]
- Changed
add_niagara_module_to_graph1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name", - "module_script_path" -]New value: +[ + "system_path", + "emitter_name", + "module_script_path" +]
- Changed
add_niagara_module_to_stack1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name", - "module_script_path" -]New value: +[ + "system_path", + "emitter_name", + "module_script_path" +]
- Changed
add_niagara_renderer1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name", - "renderer_type" -]New value: +[ + "system_path", + "emitter_name", + "renderer_type" +]
- Changed
add_niagara_simulation_stage1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name", - "stage_name" -]New value: +[ + "system_path", + "emitter_name", + "stage_name" +]
- Changed
add_pose_search_channel_to_schema1 field changed- changed
Input schema / properties / weight / descriptionPrevious 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"
- Changed
add_rig_bone2 fields changed- changed
Input schema / properties / control_rig_path / descriptionPrevious value: -"Path to the UControlRigBlueprint asset"New value: +"Control Rig Blueprint asset path, e.g. \"/Game/Rigs/CR_Hero\"" - changed
Input schema / properties / parent_name / descriptionPrevious 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"
- Changed
add_sequence_folder1 field changed- changed
Input schema / requiredPrevious value: -[ - "sequence_path", - "folder_name" -]New value: +[ + "folder_name" +]
- Changed
add_simple_collision_to_static_mesh2 fields changed- changed
Input schema / properties / dest_path / descriptionPrevious 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)" - changed
Input schema / properties / shape / descriptionPrevious 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)"
- Changed
add_socket_to_skeleton_asset3 fields changed- changed
Input schema / properties / bone_name / descriptionPrevious 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)." - changed
Input schema / properties / skeleton_path / descriptionPrevious value: -"Path to the USkeleton asset"New value: +"USkeleton asset path, e.g. \"/Game/Characters/SK_Hero_Skeleton\"." - changed
Input schema / properties / socket_name / descriptionPrevious value: -"Name for the new socket"New value: +"Name of the socket; an existing socket with this name is updated instead of duplicated."
- Changed
add_soundfield_effect_to_submix1 field changed- changed
Input schema / properties / effect_class_name / descriptionPrevious 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"
- Changed
add_spring_arm1 field changed- changed
Input schema / properties / component_name / descriptionPrevious 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."
- Changed
add_state2 fields changed- changed
Input schema / properties / state_name / descriptionPrevious 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." - changed
Input schema / properties / tree_path / descriptionPrevious value: -"Asset path to the UStateTree"New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
- Changed
add_state_enter_condition1 field changed- changed
Input schema / requiredPrevious value: -[ - "tree_path", - "condition_struct" -]New value: +[ + "tree_path", + "state_name", + "condition_struct" +]
- Changed
add_state_task1 field changed- changed
Input schema / requiredPrevious value: -[ - "tree_path", - "task_struct" -]New value: +[ + "tree_path", + "state_name", + "task_struct" +]
- Changed
add_state_transition4 fields changed- changed
Input schema / properties / event_name / descriptionPrevious 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." - changed
Input schema / properties / from_state / descriptionPrevious value: -"Source state name"New value: +"Name of the source state, which owns the new transition." - changed
Input schema / properties / to_state / descriptionPrevious value: -"Target state name"New value: +"Name of the target state the transition goes to." - changed
Input schema / properties / tree_path / descriptionPrevious value: -"Asset path to the UStateTree"New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
- Changed
add_state_tree_global_task_property7 fields changed- changed
Input schema / properties / global_task_index / descriptionPrevious 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." - changed
Input schema / properties / property / descriptionPrevious 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." - changed
Input schema / properties / tree_path / descriptionPrevious value: -"Asset path."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"." - added
Input schema / properties / value / anyOfAdded value: +[ + { + "type": "string" + }, + { + "type": "number" + }, + { + "type": "integer" + }, + { + "type": "boolean" + }, + { + "type": "array" + }, + { + "additionalProperties": true, + "type": "object" + } +] - changed
Input schema / properties / value / descriptionPrevious 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." - removed
Input schema / properties / value / typeRemoved value: -"string" - changed
Input schema / requiredPrevious value: -[ - "tree_path", - "global_task_index", - "property" -]New value: +[ + "tree_path", + "global_task_index", + "property", + "value" +]
- Changed
add_transition_condition1 field changed- changed
Input schema / requiredPrevious value: -[ - "tree_path", - "condition_struct" -]New value: +[ + "tree_path", + "state_name", + "condition_struct" +]
- Changed
add_virtual_bone3 fields changed- changed
Input schema / properties / skeleton_path / descriptionPrevious value: -"Path to the USkeleton asset"New value: +"USkeleton asset path, e.g. \"/Game/Characters/SK_Hero_Skeleton\"." - changed
Input schema / properties / source_bone / descriptionPrevious 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." - changed
Input schema / properties / target_bone / descriptionPrevious 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."
- Changed
apply_gameplay_effect3 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious 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" - changed
Input schema / properties / effect_class / descriptionPrevious 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\"" - changed
Input schema / properties / level / descriptionPrevious value: -"GameplayEffect/ability level (default 1.0)"New value: +"Effect level for scalable magnitudes, fractions allowed; default 1.0"
- Changed
apply_multiple_gameplay_effects2 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious 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" - changed
Input schema / properties / effect_classes / descriptionPrevious 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"
- Changed
apply_usd_prim_schema3 fields changed- changed
Input schema / properties / prim_path / descriptionPrevious value: -"Target prim path"New value: +"Absolute SdfPath of an existing prim, e.g. \"/World/Cube\"." - changed
Input schema / properties / schema_name / descriptionPrevious value: -"Schema identifier, e.g. \"MaterialBindingAPI\", \"UsdGeomModelAPI\""New value: +"Schema identifier (not the C++ class name), e.g. \"MaterialBindingAPI\", \"GeomModelAPI\"" - changed
Input schema / properties / stage_name / descriptionPrevious 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."
- Changed
build_lighting1 field changed- changed
Input schema / properties / quality / descriptionPrevious 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."
- Changed
cancel_ability2 fields changed- changed
Input schema / properties / ability_name / descriptionPrevious 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" - changed
Input schema / properties / actor_name / descriptionPrevious 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"
- Changed
capture_pie_screenshot1 field changed- added
Input schema / properties / include_ui / descriptionAdded 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."
- Changed
clear_anim_graph_node_pin_binding2 fields changed- added
Input schema / properties / anim_blueprint / descriptionAdded value: +"Alias of anim_blueprint_path, used only when anim_blueprint_path is absent or empty." - added
Input schema / properties / blueprint_name / descriptionAdded value: +"Alias of anim_blueprint_path, used only when anim_blueprint_path and anim_blueprint are both absent or empty."
- Changed
clear_mpci_parameter_overrides1 field changed- changed
Input schema / properties / world_label / descriptionPrevious 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)"
- Changed
clear_procedural_mesh1 field changed- changed
Input schema / properties / section_index / descriptionPrevious 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"
- Changed
clear_usd_attribute4 fields changed- changed
Input schema / properties / attr_name / descriptionPrevious value: -"Attribute name"New value: +"Name of the attribute to clear, e.g. \"size\"." - changed
Input schema / properties / prim_path / descriptionPrevious value: -"Target prim path"New value: +"Absolute SdfPath of an existing prim on that stage, e.g. \"/World/Cube\"." - changed
Input schema / properties / stage_name / descriptionPrevious 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\")." - changed
Input schema / properties / time / descriptionPrevious 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)."
- Changed
cluster_geometry_collection1 field changed- changed
Input schema / properties / site_count / descriptionPrevious 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"
- Changed
compile_material1 field changed- changed
Input schema / properties / material_path / descriptionPrevious 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."
- Changed
configure_ai_sight_radius4 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious value: -"Required."New value: +"Object name or editor label of the pawn or AIController in the editor world; the first match is used." - changed
Input schema / properties / lose_sight_radius / descriptionPrevious 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." - changed
Input schema / properties / lose_sight_radius / typePrevious value: -"string"New value: +"number" - changed
Input schema / properties / sight_radius / descriptionPrevious value: -"Required float (>0)."New value: +"New SightRadius in cm, greater than 0."
- Changed
configure_animation_events2 fields changed- changed
Input schema / properties / component_name / descriptionPrevious 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" - changed
Input schema / properties / event_settings / descriptionPrevious 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)"
- Changed
connect_to_material_output3 fields changed- changed
Input schema / properties / from_pin / descriptionPrevious 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." - changed
Input schema / properties / material_path / descriptionPrevious value: -"Material asset path."New value: +"UMaterial asset path, e.g. \"/Game/Materials/M_Rock\"; a material instance path fails with Material not found." - changed
Input schema / properties / output_property / descriptionPrevious 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."
- Changed
create_actor_action_utility2 fields changed- changed
Input schema / properties / name / descriptionPrevious value: -"Asset name (no extension)."New value: +"Asset name without path or extension, e.g. \"EUA_AlignToFloor\"." - changed
Input schema / properties / package_path / descriptionPrevious value: -"Destination content folder, e.g. \"/Game/MyGame\"."New value: +"Content folder for the asset, e.g. \"/Game/EditorTools\"; a trailing slash is ignored."
- Changed
create_asset_action_utility2 fields changed- changed
Input schema / properties / name / descriptionPrevious value: -"Asset name (no extension)."New value: +"Asset name without path or extension, e.g. \"EUA_RenameTextures\"." - changed
Input schema / properties / package_path / descriptionPrevious value: -"Destination content folder, e.g. \"/Game/MyGame\"."New value: +"Content folder for the asset, e.g. \"/Game/EditorTools\"; a trailing slash is ignored."
- Changed
create_asset_documentation1 field changed- changed
Input schema / properties / asset_name / descriptionPrevious 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"
- Changed
create_attribute_set_asset3 fields changed- changed
Input schema / properties / attributes / descriptionPrevious 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." - changed
Input schema / properties / name / descriptionPrevious value: -"Asset name, e.g. AS_Character"New value: +"Asset name without a path, e.g. \"AS_Character\"." - changed
Input schema / properties / package_path / descriptionPrevious 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."
- Changed
create_attribute_set_blueprint2 fields changed- changed
Input schema / properties / name / descriptionPrevious value: -"Asset name, e.g. AS_Character"New value: +"Asset name without a path, e.g. \"AS_Character\"." - changed
Input schema / properties / package_path / descriptionPrevious 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."
- Changed
create_behavior_config2 fields changed- changed
Input schema / properties / behavior_class / descriptionPrevious 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" - changed
Input schema / properties / config_name / descriptionPrevious value: -"Name of the new config asset."New value: +"Asset name of the config, e.g. \"BC_Patrol\""
- Changed
create_camera_asset1 field changed- changed
Input schema / properties / name / descriptionPrevious value: -"Asset name (required)"New value: +"Name of the UCameraAsset to create, e.g. \"CA_Player\"; also the last segment of its path"
- Changed
create_camera_rig_crane1 field changed- changed
Input schema / properties / location / descriptionPrevious 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)"
- Changed
create_camera_rig_rail1 field changed- changed
Input schema / properties / location / descriptionPrevious 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)"
- Changed
create_control_bus1 field changed- changed
Input schema / properties / initial_value / descriptionPrevious 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)"
- Changed
create_control_rig_blueprint2 fields changed- changed
Input schema / properties / name / descriptionPrevious value: -"Asset name for the new Control Rig blueprint"New value: +"Asset name of the Control Rig Blueprint, e.g. \"CR_Hero\"" - changed
Input schema / properties / package_path / descriptionPrevious value: -"UE content folder, e.g. /Game/MyGame"New value: +"Content folder starting with \"/\", e.g. \"/Game/Rigs\"; a trailing slash is ignored"
- Changed
create_editor_utility_blueprint3 fields changed- changed
Input schema / properties / name / descriptionPrevious value: -"Asset name (no extension)"New value: +"Asset name without path or extension, e.g. \"EUB_BatchRename\"." - changed
Input schema / properties / package_path / descriptionPrevious 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." - changed
Input schema / properties / parent_class / descriptionPrevious 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."
- Changed
create_editor_utility_widget_blueprint2 fields changed- changed
Input schema / properties / name / descriptionPrevious value: -"Asset name (no extension)"New value: +"Asset name without path or extension, e.g. \"EUW_LevelTools\"." - changed
Input schema / properties / package_path / descriptionPrevious 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."
- Changed
create_file_media_source1 field changed- changed
Input schema / properties / file_path / descriptionPrevious 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."
- Changed
create_gameplay_ability_blueprint2 fields changed- changed
Input schema / properties / name / descriptionPrevious value: -"Asset name, e.g. GA_Fireball"New value: +"Asset name without a path, e.g. \"GA_Fireball\"." - changed
Input schema / properties / package_path / descriptionPrevious 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."
- Changed
create_gameplay_cue_notify_actor3 fields changed- changed
Input schema / properties / gameplay_cue_tag / descriptionPrevious 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." - changed
Input schema / properties / name / descriptionPrevious value: -"Asset name, e.g. GCN_Beam"New value: +"Asset name without a path, e.g. \"GCN_Beam\"." - changed
Input schema / properties / package_path / descriptionPrevious 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."
- Changed
create_gameplay_cue_notify_static3 fields changed- changed
Input schema / properties / gameplay_cue_tag / descriptionPrevious 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." - changed
Input schema / properties / name / descriptionPrevious value: -"Asset name, e.g. GCN_Hit"New value: +"Asset name without a path, e.g. \"GCN_Hit\"." - changed
Input schema / properties / package_path / descriptionPrevious 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."
- Changed
create_gameplay_effect_blueprint2 fields changed- changed
Input schema / properties / name / descriptionPrevious value: -"Asset name, e.g. GE_Damage"New value: +"Asset name without a path, e.g. \"GE_Damage\"." - changed
Input schema / properties / package_path / descriptionPrevious 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."
- Changed
create_gameplay_effect_container2 fields changed- changed
Input schema / properties / duration_policy / descriptionPrevious value: -"Duration type: Instant, HasDuration, or Infinite (default Instant)"New value: +"Duration type, case-insensitive: Instant, HasDuration or Infinite (default Instant)" - changed
Input schema / properties / name / descriptionPrevious value: -"Asset name (no path)"New value: +"Asset name without a path, e.g. \"GE_Damage\""
- Changed
create_geometry_collection1 field changed- changed
Input schema / properties / package_path / descriptionPrevious 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/"
- Changed
create_level_sequence2 fields changed- changed
Input schema / properties / duration / descriptionPrevious value: -"Playback duration in seconds, 0 to 3600, default 10"New value: +"Playback duration in seconds, above 0 and at most 3600, default 10" - changed
Input schema / properties / frame_rate / descriptionPrevious 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"
- Changed
create_mass_spawner_actor1 field changed- changed
Input schema / properties / location / descriptionPrevious 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"
- Changed
create_material_function1 field changed- changed
Input schema / properties / description / descriptionPrevious 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."
- Changed
create_material_layer1 field changed- changed
Input schema / properties / package_path / descriptionPrevious 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"
- Changed
create_material_layer_blend1 field changed- changed
Input schema / properties / package_path / descriptionPrevious 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"
- Changed
create_material_parameter_collection2 fields changed- changed
Input schema / properties / name / descriptionPrevious value: -"Asset name, e.g. MPC_Global"New value: +"Asset name without a path, e.g. \"MPC_Global\"" - changed
Input schema / properties / package_path / descriptionPrevious value: -"Target content path, defaults to /Game/MaterialCollections"New value: +"Content folder for the asset, e.g. \"/Game/MaterialCollections\" (the default)"
- Changed
create_material_parameter_collection_instance1 field changed- changed
Input schema / properties / world_label / descriptionPrevious 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)"
- Changed
create_media_player1 field changed- changed
Input schema / properties / create_output_texture / descriptionPrevious 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)."
- Changed
create_modulation_generator_lfo1 field changed- changed
Input schema / properties / waveform / descriptionPrevious 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)"
- Changed
create_modulation_parameter1 field changed- changed
Input schema / properties / parameter_class / descriptionPrevious 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."
- Changed
create_physics_asset2 fields changed- changed
Input schema / properties / package_path / descriptionPrevious 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)" - changed
Input schema / properties / skeletal_mesh_path / descriptionPrevious 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"
- Changed
create_procedural_grid_mesh2 fields changed- changed
Input schema / properties / num_x / descriptionPrevious 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" - changed
Input schema / properties / num_y / descriptionPrevious 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"
- Changed
create_render_target_2d1 field changed- changed
Input schema / properties / format / descriptionPrevious 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"
- Changed
create_rvt_asset6 fields changed- changed
Input schema / properties / asset_name / descriptionPrevious value: -"Asset name (without path)"New value: +"Name of the new RVT asset (e.g. \"RVT_Landscape\"), without a folder." - changed
Input schema / properties / continuous_update / descriptionPrevious value: -"bool (default false)"New value: +"When true, already mapped pages are re-rendered round-robin (bContinuousUpdate); default false." - changed
Input schema / properties / directory_path / descriptionPrevious 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)." - changed
Input schema / properties / material_type / descriptionPrevious 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." - changed
Input schema / properties / tile_count / descriptionPrevious 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." - changed
Input schema / properties / tile_size / descriptionPrevious 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)."
- Changed
create_sound_attenuation2 fields changed- changed
Input schema / properties / falloff_distance / descriptionPrevious 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." - changed
Input schema / properties / radius / descriptionPrevious 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."
- Changed
create_sound_concurrency1 field changed- changed
Input schema / properties / max_count / descriptionPrevious 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."
- Changed
create_state_tree2 fields changed- changed
Input schema / properties / package_path / descriptionPrevious 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)." - changed
Input schema / properties / tree_name / descriptionPrevious 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."
- Changed
create_usd_attribute2 fields changed- changed
Input schema / properties / prim_path / descriptionPrevious value: -"Target prim path"New value: +"Absolute SdfPath of an existing prim on that stage, e.g. \"/World/Cube\"." - changed
Input schema / properties / stage_name / descriptionPrevious 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\")."
- Changed
create_volume4 fields changed- changed
Input schema / properties / location / descriptionPrevious value: -"World location for the spawned volume"New value: +"World location [x, y, z] in cm of the volume center (default [0, 0, 0])." - changed
Input schema / properties / size / descriptionPrevious 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." - changed
Input schema / properties / volume_name / descriptionPrevious 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." - changed
Input schema / properties / volume_type / descriptionPrevious 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."
- Changed
create_water_zone1 field changed- changed
Input schema / properties / location / descriptionPrevious 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."
- Changed
delete_asset1 field changed- changed
Input schema / properties / asset_path / descriptionPrevious 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\")"
- Changed
delete_level_sequence1 field changed- changed
Input schema / properties / sequence_name / descriptionPrevious value: -"Name of the sequence to delete"New value: +"Asset name of the Level Sequence to delete, not its path (e.g. \"LS_Intro\")"
- Changed
delete_montage_section1 field changed- changed
Input schema / properties / section_name / descriptionPrevious 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."
- Changed
delete_save_game1 field changed- changed
Input schema / properties / user_index / descriptionPrevious value: -"Optional user index, default 0"New value: +"Platform user index for the save system; default 0 (the generic desktop save system ignores it)"
- Changed
delete_selected_triangles_from_mesh2 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious value: -"DynamicMeshActor name (required)"New value: +"Label or object name (case-insensitive) of the target DynamicMeshActor in the editor world." - changed
Input schema / properties / triangle_ids / descriptionPrevious 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."
- Changed
delete_triangle_from_mesh2 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious value: -"DynamicMeshActor name (required)"New value: +"Label or object name (case-insensitive) of the target DynamicMeshActor in the editor world." - changed
Input schema / properties / triangle_id / descriptionPrevious value: -"Triangle ID to delete (required)"New value: +"Non-negative integer ID of the triangle to delete."
- Changed
diff_data_tables5 fields changed- added
Input schema / properties / after_json / descriptionAdded value: +"Alias of after: the second (after) table dump; after wins when both are given" - added
Input schema / properties / before / descriptionAdded value: +"Alias of before_json: the first (before) table dump; before_json wins when both are given" - added
Input schema / properties / table_a / descriptionAdded value: +"Alias of a: asset path of the first DataTable, e.g. \"/Game/Data/DT_Items\"; a wins when both are given" - added
Input schema / properties / table_b / descriptionAdded value: +"Alias of b: asset path of the second DataTable, e.g. \"/Game/Data/DT_Items_Old\"; b wins when both are given" - removed
Input schema / requiredRemoved value: -[ - "a", - "b" -]
- Changed
does_save_game_exist1 field changed- changed
Input schema / properties / user_index / descriptionPrevious value: -"Optional user index, default 0"New value: +"Platform user index for the save system; default 0 (the generic desktop save system ignores it)"
- Changed
duplicate_material_expression2 fields changed- changed
Input schema / properties / new_node_name / descriptionPrevious 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." - changed
Input schema / properties / node_id / descriptionPrevious value: -"Name of the source expression."New value: +"Object name of the expression to copy, as listed by get_material_expressions."
- Changed
duplicate_mpc3 fields changed- changed
Input schema / properties / new_name / descriptionPrevious value: -"Name for the duplicated MPC"New value: +"Asset name of the copy, e.g. \"MPC_B\"; must not be empty" - changed
Input schema / properties / package_path / descriptionPrevious 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\"" - changed
Input schema / properties / source_path / descriptionPrevious 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\""
- Changed
duplicate_niagara_emitter_handle4 fields changed- changed
Input schema / properties / new_emitter_name / descriptionPrevious value: -"Optional name for the duplicate; defaults to \"<source>_Copy\""New value: +"Name for the copy (default \"<source_emitter_name>_Copy\")." - changed
Input schema / properties / source_emitter_name / descriptionPrevious 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." - changed
Input schema / properties / system_path / descriptionPrevious value: -"Asset path of the Niagara System."New value: +"Niagara System asset path, e.g. \"/Game/FX/NS_Fire\"; the call fails without it." - changed
Input schema / requiredPrevious value: -[ - "source_emitter_name" -]New value: +[ + "system_path", + "source_emitter_name" +]
- Changed
duplicate_niagara_module_in_stack1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name", - "module_name" -]New value: +[ + "system_path", + "emitter_name", + "module_name" +]
- Changed
export_asset_data1 field changed- changed
Input schema / properties / asset_path / descriptionPrevious 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."
- Changed
export_assets2 fields changed- changed
Input schema / properties / asset_paths / descriptionPrevious 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." - changed
Input schema / properties / export_path / descriptionPrevious 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."
- Changed
export_data_table_as_csv3 fields changed- added
Input schema / properties / data_table / descriptionAdded value: +"Alias of table_path: pass one of the two." - changed
Input schema / properties / table_path / descriptionPrevious value: -"Full asset path of the DataTable (data_table also accepted)"New value: +"Full asset path of the DataTable." - removed
Input schema / requiredRemoved value: -[ - "table_path" -]
- Changed
export_data_table_as_json3 fields changed- added
Input schema / properties / data_table / descriptionAdded value: +"Alias of table_path: pass one of the two." - changed
Input schema / properties / table_path / descriptionPrevious value: -"Full asset path of the DataTable (data_table also accepted)"New value: +"Full asset path of the DataTable." - removed
Input schema / requiredRemoved value: -[ - "table_path" -]
- Changed
flush_net_dormancy1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious value: -"Required."New value: +"Label of the actor in the editor world (matched against labels, not object names); first match."
- Changed
force_net_update1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious value: -"Required."New value: +"Label of the actor in the editor world (matched against labels, not object names); first match."
- Changed
fracture_geometry_collection4 fields changed- changed
Input schema / properties / chance_to_fracture / descriptionPrevious 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" - changed
Input schema / properties / grout / descriptionPrevious value: -"Optional grout amount for the cuts"New value: +"Width of the gap left between cut pieces, in cm (default 0)" - changed
Input schema / properties / num_sites / descriptionPrevious value: -"Number of random Voronoi sites to generate, default 20"New value: +"Number of random Voronoi sites to generate, minimum 1, default 20" - changed
Input schema / properties / random_seed / descriptionPrevious value: -"Optional seed for site generation"New value: +"Seed for the random site positions and the per-transform fracture chance, default 0"
- Changed
get_ability_info2 fields changed- changed
Input schema / properties / ability_name / descriptionPrevious 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" - changed
Input schema / properties / actor_name / descriptionPrevious 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"
- Changed
get_ability_system_component1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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"
- Changed
get_ability_tasks1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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"
- Changed
get_active_abilities1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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"
- Changed
get_active_effects1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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"
- Changed
get_actor_net_update_frequency1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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."
- Changed
get_actors_in_trigger1 field changed- changed
Input schema / properties / trigger_name / descriptionPrevious 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."
- Changed
get_ai_perceived_actors1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious value: -"Required."New value: +"Object name or editor label of the pawn or AIController in the editor world; the first match is used."
- Changed
get_asset_bundle_data1 field changed- changed
Input schema / properties / asset_path / descriptionPrevious 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."
- Changed
get_attribute_value2 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious 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" - changed
Input schema / properties / attribute_name / descriptionPrevious 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"
- Changed
get_attributes1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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"
- Changed
get_audio_bus1 field changed- changed
Input schema / properties / bus_path / descriptionPrevious value: -"Full content path of the target UAudioBus"New value: +"Asset path of the UAudioBus, e.g. \"/Game/Audio/AB_Music\"."
- Changed
get_audio_section_properties1 field changed- removed
Input schema / requiredRemoved value: -[ - "sequence_path" -]
- Changed
get_behavior_config_info1 field changed- changed
Input schema / properties / config_path / descriptionPrevious value: -"Content path of the UGameplayBehaviorConfig."New value: +"Path of the UGameplayBehaviorConfig asset, e.g. \"/Game/MCP/BC_Patrol\""
- Changed
get_blackboard_component1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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)."
- Changed
get_blackboard_keys1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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."
- Changed
get_channel_keyframes2 fields changed- changed
Input schema / properties / binding_name_or_guid / descriptionPrevious 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." - removed
Input schema / requiredRemoved value: -[ - "sequence_path", - "binding_guid" -]
- Changed
get_collection_param_info1 field changed- changed
Input schema / properties / param_type / descriptionPrevious value: -"scalar or vector, default scalar"New value: +"Which array to search: \"scalar\" or \"vector\", any case; omitted or anything else means scalar"
- Changed
get_collision_profile1 field changed- changed
Input schema / properties / profile_name / descriptionPrevious value: -"Profile name"New value: +"Name of an existing collision profile, e.g. \"BlockAll\" or \"Pawn\""
- Changed
get_component_properties3 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious 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." - added
Input schema / properties / blueprint_name / descriptionAdded 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." - changed
Input schema / properties / component_name / descriptionPrevious 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."
- Changed
get_condition_info6 fields changed- changed
Input schema / properties / condition_index / descriptionPrevious 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." - changed
Input schema / properties / state_name / descriptionPrevious value: -"Name of the state."New value: +"Name of the state that owns the condition; the command fails without it." - changed
Input schema / properties / target_kind / descriptionPrevious 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." - changed
Input schema / properties / transition_index / descriptionPrevious 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." - changed
Input schema / properties / tree_path / descriptionPrevious value: -"Asset path."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"." - changed
Input schema / requiredPrevious value: -[ - "tree_path", - "transition_index", - "condition_index" -]New value: +[ + "tree_path", + "state_name", + "condition_index" +]
- Changed
get_condition_property7 fields changed- changed
Input schema / properties / condition_index / descriptionPrevious 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." - changed
Input schema / properties / property / descriptionPrevious 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." - changed
Input schema / properties / state_name / descriptionPrevious value: -"Name of the state that owns the condition."New value: +"Name of the state that owns the condition; the command fails without it." - changed
Input schema / properties / target_kind / descriptionPrevious 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\"." - changed
Input schema / properties / transition_index / descriptionPrevious 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." - changed
Input schema / properties / tree_path / descriptionPrevious value: -"Asset path to the UStateTree."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"." - changed
Input schema / requiredPrevious value: -[ - "tree_path", - "property" -]New value: +[ + "tree_path", + "state_name", + "property" +]
- Changed
get_consideration_info1 field changed- changed
Input schema / requiredPrevious value: -[ - "tree_path", - "consideration_index" -]New value: +[ + "tree_path", + "state_name", + "consideration_index" +]
- Changed
get_consideration_property5 fields changed- changed
Input schema / properties / consideration_index / descriptionPrevious value: -"0-based index."New value: +"0-based index into the state Considerations, as listed by list_considerations." - changed
Input schema / properties / property / descriptionPrevious value: -"FProperty name."New value: +"Name of a property on the consideration node struct; case-insensitive." - changed
Input schema / properties / state_name / descriptionPrevious value: -"Name of the state."New value: +"Name of the state that owns the consideration; the command fails without it." - changed
Input schema / properties / tree_path / descriptionPrevious value: -"Asset path to the UStateTree."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"." - changed
Input schema / requiredPrevious value: -[ - "tree_path", - "consideration_index", - "property" -]New value: +[ + "tree_path", + "state_name", + "consideration_index", + "property" +]
- Changed
get_data_registry_info1 field changed- changed
Input schema / properties / registry_path / descriptionPrevious value: -"Content path to the UDataRegistry asset."New value: +"Asset path of the UDataRegistry, e.g. \"/Game/Data/DR_Items\"."
- Changed
get_data_registry_source_count1 field changed- changed
Input schema / properties / registry_path / descriptionPrevious value: -"Content path to the UDataRegistry asset."New value: +"Asset path of the UDataRegistry, e.g. \"/Game/Data/DR_Items\"."
- Changed
get_data_table_column4 fields changed- changed
Input schema / properties / column / descriptionPrevious 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" - added
Input schema / properties / data_table / descriptionAdded value: +"Alias of table_path: pass one of the two." - changed
Input schema / properties / table_path / descriptionPrevious value: -"Full asset path of the DataTable (data_table also accepted)"New value: +"Full asset path of the DataTable." - changed
Input schema / requiredPrevious value: -[ - "table_path", - "column" -]New value: +[ + "column" +]
- Changed
get_engine_ini_value2 fields changed- changed
Input schema / properties / config_file / descriptionPrevious 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." - changed
Input schema / properties / key / descriptionPrevious value: -"Key name"New value: +"Key inside the section, e.g. \"r.DefaultFeature.AntiAliasing\"."
- Changed
get_evaluator_info2 fields changed- changed
Input schema / properties / evaluator_index / descriptionPrevious 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." - changed
Input schema / properties / tree_path / descriptionPrevious value: -"Asset path."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
- Changed
get_evaluator_property3 fields changed- changed
Input schema / properties / evaluator_index / descriptionPrevious 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." - changed
Input schema / properties / property / descriptionPrevious value: -"FProperty name."New value: +"Name of a property on the evaluator node struct, e.g. \"Name\"; case-insensitive." - changed
Input schema / properties / tree_path / descriptionPrevious value: -"Asset path."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
- Changed
get_field_system_info1 field changed- changed
Input schema / properties / field_system_path / descriptionPrevious 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\"."
- Changed
get_gameplay_effect_info2 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious 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" - changed
Input schema / properties / effect_name / descriptionPrevious 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"
- Changed
get_gameplay_effect_modifiers1 field changed- changed
Input schema / properties / effect_path / descriptionPrevious value: -"Asset path to the UGameplayEffect"New value: +"GameplayEffect asset path: a Blueprint GE (\"/Game/Effects/GE_Burn\") or a native UGameplayEffect asset"
- Changed
get_input_action1 field changed- removed
Input schema / requiredRemoved value: -[ - "action_path" -]
- Changed
get_input_action_state3 fields changed- added
Input schema / properties / action_name / descriptionAdded value: +"Alias of action, read only when action is absent or empty and action_path is absent: InputAction object path or short asset name." - added
Input schema / properties / action_path / descriptionAdded value: +"Alias of action, read when action is absent or empty: InputAction object path or short asset name." - removed
Input schema / requiredRemoved value: -[ - "action" -]
- Changed
get_mass_entity_info1 field changed- changed
Input schema / properties / entity_handle / descriptionPrevious value: -"\"{Index}:{SerialNumber}\""New value: +"Entity handle as \"Index:SerialNumber\", two integers such as \"12:3\" (no braces)"
- Changed
get_material_function_inputs1 field changed- changed
Input schema / properties / material_function_path / descriptionPrevious value: -"Asset path of the UMaterialFunction"New value: +"Asset path of the UMaterialFunction or material layer, e.g. \"/Game/Materials/MF_Blend\"."
- Changed
get_material_layer_info1 field changed- changed
Input schema / properties / layer_path / descriptionPrevious 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"
- Changed
get_media_info1 field changed- changed
Input schema / properties / asset_path / descriptionPrevious 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."
- Changed
get_meta_sound_node_info2 fields changed- changed
Input schema / properties / metasound_path / descriptionPrevious value: -"Asset path."New value: +"MetaSound Source asset path, e.g. \"/Game/Audio/MS_Rain\"; MetaSound Patches are not accepted." - changed
Input schema / properties / node_id / descriptionPrevious 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."
- Changed
get_meta_sound_node_input_default2 fields changed- changed
Input schema / properties / metasound_path / descriptionPrevious value: -"Asset path."New value: +"MetaSound Source asset path, e.g. \"/Game/Audio/MS_Rain\"; MetaSound Patches are not accepted." - changed
Input schema / properties / node_id / descriptionPrevious 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."
- Changed
get_meta_sound_node_property2 fields changed- changed
Input schema / properties / metasound_path / descriptionPrevious value: -"Asset path."New value: +"MetaSound Source asset path, e.g. \"/Game/Audio/MS_Rain\"; MetaSound Patches are not accepted." - changed
Input schema / properties / node_id / descriptionPrevious 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."
- Changed
get_metasound_info1 field changed- changed
Input schema / properties / metasound_path / descriptionPrevious 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\""
- Changed
get_mpci_info1 field changed- changed
Input schema / properties / world_label / descriptionPrevious 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"
- Changed
get_net_priority1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious value: -"Required."New value: +"Label of the actor in the editor world (matched against labels, not object names); first match."
- Changed
get_net_role1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious value: -"Required."New value: +"Label of the actor in the editor world (matched against labels, not object names); first match."
- Changed
get_niagara_data_interface_info1 field changed- changed
Input schema / requiredPrevious value: -[ - "parameter_name" -]New value: +[ + "system_path", + "parameter_name" +]
- Changed
get_niagara_data_interfaces1 field changed- added
Input schema / requiredAdded value: +[ + "system_path" +]
- Changed
get_niagara_effect_type1 field changed- added
Input schema / requiredAdded value: +[ + "system_path" +]
- Changed
get_niagara_emitter_data_interfaces1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name" -]New value: +[ + "system_path", + "emitter_name" +]
- Changed
get_niagara_emitter_handle_info4 fields changed- changed
Input schema / properties / emitter_index / descriptionPrevious 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." - changed
Input schema / properties / emitter_name / descriptionPrevious 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." - changed
Input schema / properties / system_path / descriptionPrevious value: -"Asset path of the Niagara System."New value: +"Niagara System asset path, e.g. \"/Game/FX/NS_Fire\"; the call fails without it." - added
Input schema / requiredAdded value: +[ + "system_path" +]
- Changed
get_niagara_emitter_handles2 fields changed- changed
Input schema / properties / system_path / descriptionPrevious value: -"Asset path of the Niagara System."New value: +"Niagara System asset path, e.g. \"/Game/FX/NS_Fire\"; the call fails without it." - added
Input schema / requiredAdded value: +[ + "system_path" +]
- Changed
get_niagara_emitter_renderers1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name" -]New value: +[ + "system_path", + "emitter_name" +]
- Changed
get_niagara_emitter_runtime_summary1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name" -]New value: +[ + "system_path", + "emitter_name" +]
- Changed
get_niagara_emitter_sim_target1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name" -]New value: +[ + "system_path", + "emitter_name" +]
- Changed
get_niagara_event_handlers1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name" -]New value: +[ + "system_path", + "emitter_name" +]
- Changed
get_niagara_module_info1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name", - "module_name" -]New value: +[ + "system_path", + "emitter_name", + "module_name" +]
- Changed
get_niagara_module_input1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name", - "module_node_name", - "input_name" -]New value: +[ + "system_path", + "emitter_name", + "module_node_name", + "input_name" +]
- Changed
get_niagara_module_stack1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name" -]New value: +[ + "system_path", + "emitter_name" +]
- Changed
get_niagara_renderer_info1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name", - "renderer_index" -]New value: +[ + "system_path", + "emitter_name", + "renderer_index" +]
- Changed
get_niagara_scalability_settings1 field changed- added
Input schema / requiredAdded value: +[ + "system_path" +]
- Changed
get_niagara_simulation_stages1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name" -]New value: +[ + "system_path", + "emitter_name" +]
- Changed
get_niagara_system_info1 field changed- added
Input schema / requiredAdded value: +[ + "system_path" +]
- Changed
get_niagara_system_properties1 field changed- added
Input schema / requiredAdded value: +[ + "system_path" +]
- Changed
get_niagara_system_warmup_time2 fields changed- changed
Input schema / properties / system_path / descriptionPrevious value: -"Asset path of the Niagara System."New value: +"Niagara System asset path, e.g. \"/Game/FX/NS_Fire\"; the call fails without it." - added
Input schema / requiredAdded value: +[ + "system_path" +]
- Changed
get_niagara_user_parameter1 field changed- changed
Input schema / requiredPrevious value: -[ - "parameter_name" -]New value: +[ + "system_path", + "parameter_name" +]
- Changed
get_num_extended_polygroup_layers1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious value: -"DynamicMeshActor name (required)"New value: +"Label or object name (case-insensitive) of the target DynamicMeshActor in the editor world."
- Changed
get_num_open_border_edges1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious value: -"DynamicMeshActor name (required)"New value: +"Label or object name (case-insensitive) of the target DynamicMeshActor in the editor world."
- Changed
get_plugin_status1 field changed- changed
Input schema / properties / plugin_name / descriptionPrevious value: -"Name of the plugin to query"New value: +"Name of the plugin to query, as its .uplugin file is named (e.g. \"UEAgent\")"
- Changed
get_primary_asset_id1 field changed- changed
Input schema / properties / asset_path / descriptionPrevious 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."
- Changed
get_primary_asset_ids_by_type2 fields changed- changed
Input schema / properties / asset_type_name / descriptionPrevious value: -"Name of the primary asset type"New value: +"Name of the primary asset type, e.g. \"Item\"." - changed
Input schema / properties / filter / descriptionPrevious 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."
- Changed
get_project_settings_value2 fields changed- changed
Input schema / properties / class_name / descriptionPrevious 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" - changed
Input schema / properties / property_name / descriptionPrevious value: -"Name of the property on the settings class"New value: +"Name of the property on the settings class, e.g. \"DefaultGravityZ\""
- Changed
get_rig_hierarchy1 field changed- changed
Input schema / properties / control_rig_path / descriptionPrevious value: -"Path to the UControlRigBlueprint asset"New value: +"Control Rig Blueprint asset path, e.g. \"/Game/Rigs/CR_Hero\""
- Changed
get_rvt_info1 field changed- changed
Input schema / properties / asset_path / descriptionPrevious value: -"/Game path to the asset"New value: +"Object or package path of the RVT asset (e.g. \"/Game/VirtualTextures/RVT_Landscape\")."
- Changed
get_save_game_info1 field changed- changed
Input schema / properties / user_index / descriptionPrevious value: -"Optional user index, default 0"New value: +"Platform user index for the save system; default 0 (the generic desktop save system ignores it)"
- Changed
get_save_game_slot_info1 field changed- changed
Input schema / properties / user_index / descriptionPrevious value: -"Optional user index, default 0"New value: +"Platform user index for the save system; default 0 (the generic desktop save system ignores it)"
- Changed
get_section_info2 fields changed- changed
Input schema / properties / binding_name_or_guid / descriptionPrevious 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." - removed
Input schema / requiredRemoved value: -[ - "sequence_path", - "binding_guid" -]
- Changed
get_sequence_duration1 field changed- changed
Input schema / properties / sequence_name / descriptionPrevious 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"
- Changed
get_sequence_folders1 field changed- removed
Input schema / requiredRemoved value: -[ - "sequence_path" -]
- Changed
get_sequence_frame_rate1 field changed- changed
Input schema / properties / sequence_name / descriptionPrevious 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"
- Changed
get_sequence_master_tracks1 field changed- removed
Input schema / requiredRemoved value: -[ - "sequence_path" -]
- Changed
get_sequence_possessables1 field changed- changed
Input schema / properties / sequence_name / descriptionPrevious 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."
- Changed
get_skeleton_asset_info1 field changed- changed
Input schema / properties / skeleton_path / descriptionPrevious value: -"Path to the USkeleton asset"New value: +"USkeleton asset path, e.g. \"/Game/Characters/SK_Hero_Skeleton\"."
- Changed
get_sound_class_hierarchy1 field changed- changed
Input schema / properties / sound_class_path / descriptionPrevious value: -"Full content path of the USoundClass"New value: +"Asset path of the USoundClass, e.g. \"/Game/Audio/SC_SFX.SC_SFX\"."
- Changed
get_sound_source_bus1 field changed- changed
Input schema / properties / ssb_path / descriptionPrevious value: -"Full content path of the target USoundSourceBus"New value: +"Asset path of the USoundSourceBus, e.g. \"/Game/Audio/SSB_Radio\"."
- Changed
get_state_theme_colors1 field changed- changed
Input schema / properties / state_tree_path / descriptionPrevious 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."
- Changed
get_state_tree_info1 field changed- changed
Input schema / properties / tree_path / descriptionPrevious value: -"Asset path to the UStateTree"New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
- Changed
get_submix_effect_chain1 field changed- changed
Input schema / properties / submix_path / descriptionPrevious value: -"Full content path of the target USoundSubmix"New value: +"Asset path of the USoundSubmix, e.g. \"/Game/Audio/SM_Master.SM_Master\"."
- Changed
get_task_info1 field changed- changed
Input schema / requiredPrevious value: -[ - "tree_path", - "task_index" -]New value: +[ + "tree_path", + "state_name", + "task_index" +]
- Changed
get_task_property5 fields changed- changed
Input schema / properties / property / descriptionPrevious value: -"FProperty name."New value: +"Name of a property on the task node struct, e.g. \"FontScale\" on a debug text task; case-insensitive." - changed
Input schema / properties / state_name / descriptionPrevious value: -"Name of the state."New value: +"Name of the state that owns the task; the command fails without it." - changed
Input schema / properties / task_index / descriptionPrevious value: -"0-based index."New value: +"0-based index into the state Tasks, as listed by list_tasks." - changed
Input schema / properties / tree_path / descriptionPrevious value: -"Asset path to the UStateTree."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"." - changed
Input schema / requiredPrevious value: -[ - "tree_path", - "task_index", - "property" -]New value: +[ + "tree_path", + "state_name", + "task_index", + "property" +]
- Changed
get_timeline_info1 field changed- changed
Input schema / properties / sequence_name / descriptionPrevious 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"
- Changed
get_trigger_overlap_count1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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."
- Changed
get_usd_attribute_time_samples3 fields changed- changed
Input schema / properties / attr_name / descriptionPrevious value: -"Attribute name"New value: +"Name of the attribute to inspect, e.g. \"xformOp:translate\"." - changed
Input schema / properties / prim_path / descriptionPrevious value: -"Target prim path"New value: +"Absolute SdfPath of an existing prim on that stage, e.g. \"/World/Cube\"." - changed
Input schema / properties / stage_name / descriptionPrevious 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\")."
- Changed
get_usd_prim_info2 fields changed- changed
Input schema / properties / prim_path / descriptionPrevious value: -"Target prim path"New value: +"Absolute SdfPath of the prim to read, e.g. \"/World/Cube\"." - changed
Input schema / properties / stage_name / descriptionPrevious 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."
- Changed
get_usd_prim_metadata3 fields changed- changed
Input schema / properties / key / descriptionPrevious 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." - changed
Input schema / properties / prim_path / descriptionPrevious value: -"Target prim path"New value: +"Absolute SdfPath of an existing prim, e.g. \"/World/Cube\"." - changed
Input schema / properties / stage_name / descriptionPrevious 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."
- Changed
get_volume_info1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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."
- Changed
get_widget_animations1 field changed- changed
Input schema / properties / widget_bp_path / descriptionPrevious 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."
- Changed
grant_ability3 fields changed- changed
Input schema / properties / ability_class / descriptionPrevious 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++" - changed
Input schema / properties / actor_name / descriptionPrevious 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" - changed
Input schema / properties / level / descriptionPrevious value: -"GameplayEffect/ability level (default 1)"New value: +"Spec level, a whole number; default 1"
- Changed
interchange_can_reset_actor1 field changed- changed
Input schema / properties / actor_path / descriptionPrevious 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."
- Changed
interchange_reset_actors1 field changed- changed
Input schema / properties / actor_paths / descriptionPrevious 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."
- Changed
is_skeleton_shared1 field changed- changed
Input schema / properties / skeleton_path / descriptionPrevious value: -"Path to the USkeleton asset"New value: +"USkeleton asset path, e.g. \"/Game/Characters/SK_Hero_Skeleton\"."
- Changed
list_conditions1 field changed- changed
Input schema / requiredPrevious value: -[ - "tree_path" -]New value: +[ + "tree_path", + "state_name" +]
- Changed
list_considerations1 field changed- changed
Input schema / requiredPrevious value: -[ - "tree_path" -]New value: +[ + "tree_path", + "state_name" +]
- Changed
list_cvars_with_prefix2 fields changed- changed
Input schema / properties / max / descriptionPrevious value: -"Max results (default 100)"New value: +"Maximum number of entries to return (default 100, minimum 1)." - changed
Input schema / properties / prefix / descriptionPrevious value: -"Required prefix"New value: +"Name prefix to match, case-insensitive, e.g. \"r.Shadow.\" or \"t.\"."
- Changed
list_editor_utility_widgets1 field changed- changed
Input schema / properties / path / descriptionPrevious 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)."
- Changed
list_engine_ini_sections2 fields changed- changed
Input schema / properties / config_file / descriptionPrevious 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." - changed
Input schema / properties / include_base / descriptionPrevious 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."
- Changed
list_geometry_collection_bones1 field changed- changed
Input schema / properties / geometry_collection_path / descriptionPrevious 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."
- Changed
list_global_tasks1 field changed- changed
Input schema / properties / tree_path / descriptionPrevious value: -"Asset path to the UStateTree."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
- Changed
list_meta_sound_nodes1 field changed- changed
Input schema / properties / metasound_path / descriptionPrevious value: -"Asset path."New value: +"MetaSound Source asset path, e.g. \"/Game/Audio/MS_Rain\"; MetaSound Patches are not accepted."
- Changed
list_meta_sound_references1 field changed- changed
Input schema / properties / metasound_path / descriptionPrevious value: -"Asset path."New value: +"MetaSound Source asset path, e.g. \"/Game/Audio/MS_Rain\"; MetaSound Patches are not accepted."
- Changed
list_niagara_modules1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name" -]New value: +[ + "system_path", + "emitter_name" +]
- Changed
list_niagara_simulation_stages1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name" -]New value: +[ + "system_path", + "emitter_name" +]
- Changed
list_tasks1 field changed- changed
Input schema / requiredPrevious value: -[ - "tree_path" -]New value: +[ + "tree_path", + "state_name" +]
- Changed
list_transitions1 field changed- changed
Input schema / requiredPrevious value: -[ - "tree_path" -]New value: +[ + "tree_path", + "state_name" +]
- Changed
list_tree_bindings1 field changed- changed
Input schema / properties / tree_path / descriptionPrevious value: -"Asset path to the UStateTree."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
- Changed
list_usd_prim_attributes2 fields changed- changed
Input schema / properties / prim_path / descriptionPrevious value: -"Target prim path"New value: +"Absolute SdfPath of an existing prim on that stage, e.g. \"/World/Cube\"." - changed
Input schema / properties / stage_name / descriptionPrevious 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\")."
- Changed
list_usd_prims3 fields changed- changed
Input schema / properties / prim_path_prefix / descriptionPrevious 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)." - changed
Input schema / properties / recursive / descriptionPrevious 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." - changed
Input schema / properties / stage_name / descriptionPrevious 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."
- Changed
load_game1 field changed- changed
Input schema / properties / user_index / descriptionPrevious value: -"Optional user index, default 0"New value: +"Platform user index for the save system; default 0 (the generic desktop save system ignores it)"
- Changed
load_game_from_memory1 field changed- changed
Input schema / properties / memory_base64 / descriptionPrevious value: -"Base64-encoded serialized SaveGame payload"New value: +"Base64 text of a serialized SaveGame, as returned in memory_base64 by save_game_to_memory"
- Changed
map_input_action2 fields changed- changed
Input schema / properties / key / descriptionPrevious value: -"Key name"New value: +"Alias of key_name, read only when key_name is absent (same FKey names)." - changed
Input schema / requiredPrevious value: -[ - "context_path", - "action_path", - "key_name" -]New value: +[ + "context_path" +]
- Changed
migrate_assets2 fields changed- changed
Input schema / properties / asset_paths / descriptionPrevious 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." - changed
Input schema / properties / ignore_dependencies / descriptionPrevious value: -"If true, skip copying package dependencies"New value: +"When true only the listed packages are copied, without their dependencies (default false)."
- Changed
move_keyframe2 fields changed- changed
Input schema / properties / binding_name_or_guid / descriptionPrevious 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." - changed
Input schema / requiredPrevious value: -[ - "sequence_path", - "binding_guid", - "new_frame" -]New value: +[ + "new_frame" +]
- Changed
move_niagara_simulation_stage1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name", - "target_index" -]New value: +[ + "system_path", + "emitter_name", + "target_index" +]
- Changed
move_track_to_folder1 field changed- changed
Input schema / requiredPrevious value: -[ - "sequence_path", - "folder_name" -]New value: +[ + "folder_name" +]
- Changed
override_interface_member3 fields changed- changed
Input schema / properties / interface_path / descriptionPrevious 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." - added
Input schema / properties / position_x / descriptionAdded value: +"Ignored by this tool: the new node is only moved when node_position is given, and node_position then wins." - added
Input schema / properties / position_y / descriptionAdded value: +"Ignored by this tool: the new node is only moved when node_position is given, and node_position then wins."
- Changed
override_usd_prim2 fields changed- changed
Input schema / properties / prim_path / descriptionPrevious value: -"SdfPath to author an Over for"New value: +"Absolute SdfPath to author the over at, e.g. \"/World/Cube\"" - changed
Input schema / properties / stage_name / descriptionPrevious 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."
- Changed
pause_behavior_tree1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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)."
- Changed
plane_cut_fracture2 fields changed- changed
Input schema / properties / grout / descriptionPrevious value: -"Optional grout amount for the cuts"New value: +"Width of the gap left between cut pieces, in cm (default 0)" - changed
Input schema / properties / num_planes / descriptionPrevious value: -"Number of random cutting planes to generate, default 3"New value: +"Number of random cutting planes to generate, minimum 1, default 3"
- Changed
play_animation1 field changed- changed
Input schema / properties / component_name / descriptionPrevious 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"
- Changed
read_data_table_row_complex2 fields changed- added
Input schema / properties / table_path / descriptionAdded value: +"Alias of data_table (the DataTable asset path, e.g. \"/Game/Data/DT_Items\"); data_table wins when both are given" - changed
Input schema / requiredPrevious value: -[ - "data_table", - "row_name" -]New value: +[ + "row_name" +]
- Changed
read_datatable_from_package_file2 fields changed- added
Input schema / properties / file_path / descriptionAdded value: +"Alias of package_file (OS path to the .uasset, e.g. \"D:/Backup/DT_Items.uasset\"); package_file wins when both are given" - removed
Input schema / requiredRemoved value: -[ - "package_file" -]
- Changed
recompile_material_function1 field changed- changed
Input schema / properties / material_function_path / descriptionPrevious value: -"Asset path of the UMaterialFunction"New value: +"Asset path of the UMaterialFunctionInterface (function, layer or function instance), e.g. \"/Game/Materials/MF_Blend\"."
- Changed
regenerate_collection_param_id1 field changed- changed
Input schema / properties / param_type / descriptionPrevious value: -"scalar or vector, default scalar"New value: +"Which array to search: \"scalar\" or \"vector\", any case; omitted or anything else means scalar"
- Changed
reimport_anim_sequence1 field changed- changed
Input schema / properties / source_file_path / descriptionPrevious 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."
- Changed
remove_ability2 fields changed- changed
Input schema / properties / ability_name / descriptionPrevious 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" - changed
Input schema / properties / actor_name / descriptionPrevious 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"
- Changed
remove_consideration1 field changed- changed
Input schema / requiredPrevious value: -[ - "tree_path", - "consideration_index" -]New value: +[ + "tree_path", + "state_name", + "consideration_index" +]
- Changed
remove_dynamic_mesh_actor1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious value: -"Label or name of the ADynamicMeshActor to destroy (required)."New value: +"Label or object name (case-insensitive) of the DynamicMeshActor to destroy."
- Changed
remove_eqs_test1 field changed- changed
Input schema / properties / option_index / descriptionPrevious value: -"Option index (default 0)"New value: +"0-based index of the query option that holds the test (default 0)."
- Changed
remove_gameplay_effect2 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious 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" - changed
Input schema / properties / effect_name / descriptionPrevious 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"
- Changed
remove_keyframe2 fields changed- changed
Input schema / properties / binding_name_or_guid / descriptionPrevious 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." - removed
Input schema / requiredRemoved value: -[ - "sequence_path", - "binding_guid" -]
- Changed
remove_mapping_from_context1 field changed- removed
Input schema / requiredRemoved value: -[ - "context_name", - "action_name", - "key" -]
- Changed
remove_mass_trait_from_entity2 fields changed- changed
Input schema / properties / entity_handle / descriptionPrevious 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" - changed
Input schema / properties / tag / descriptionPrevious 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"
- Changed
remove_niagara_data_interface1 field changed- changed
Input schema / requiredPrevious value: -[ - "parameter_name" -]New value: +[ + "system_path", + "parameter_name" +]
- Changed
remove_niagara_emitter_handle1 field changed- added
Input schema / requiredAdded value: +[ + "system_path" +]
- Changed
remove_niagara_event_handler1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name", - "usage_id" -]New value: +[ + "system_path", + "emitter_name", + "usage_id" +]
- Changed
remove_niagara_module_from_stack1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name", - "module_name" -]New value: +[ + "system_path", + "emitter_name", + "module_name" +]
- Changed
remove_niagara_renderer1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name", - "renderer_index" -]New value: +[ + "system_path", + "emitter_name", + "renderer_index" +]
- Changed
remove_niagara_simulation_stage1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name" -]New value: +[ + "system_path", + "emitter_name" +]
- Changed
remove_primary_asset_rule1 field changed- changed
Input schema / properties / primary_asset_type / descriptionPrevious value: -"Name of the primary asset type to remove."New value: +"Name of the primary asset type to remove, e.g. \"Item\"."
- Changed
remove_rig_element2 fields changed- changed
Input schema / properties / control_rig_path / descriptionPrevious value: -"Path to the UControlRigBlueprint asset"New value: +"Control Rig Blueprint asset path, e.g. \"/Game/Rigs/CR_Hero\"" - changed
Input schema / properties / element_type / descriptionPrevious value: -"Element type (\"Bone\"/\"Null\"/\"Control\"/\"Curve\"/\"Socket\"/\"Connector\")"New value: +"Element type, any case: \"Bone\", \"Null\" (or \"Space\"), \"Control\", \"Curve\", \"Socket\" or \"Connector\""
- Changed
remove_section2 fields changed- changed
Input schema / properties / binding_name_or_guid / descriptionPrevious 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." - removed
Input schema / requiredRemoved value: -[ - "sequence_path", - "binding_guid" -]
- Changed
remove_sequence_binding2 fields changed- changed
Input schema / properties / binding_guid / descriptionPrevious value: -"GUID string of the binding to remove."New value: +"GUID of the binding to remove, as get_sequence_bindings returns it." - changed
Input schema / properties / sequence_name / descriptionPrevious 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."
- Changed
remove_sequence_folder1 field changed- changed
Input schema / requiredPrevious value: -[ - "sequence_path", - "folder_name" -]New value: +[ + "folder_name" +]
- Changed
remove_socket_from_skeleton_asset2 fields changed- changed
Input schema / properties / skeleton_path / descriptionPrevious value: -"Path to the USkeleton asset."New value: +"USkeleton asset path, e.g. \"/Game/Characters/SK_Hero_Skeleton\"." - changed
Input schema / properties / socket_name / descriptionPrevious value: -"Name of the socket to remove."New value: +"Name of the socket to remove (case-insensitive)."
- Changed
remove_state_enter_condition4 fields changed- changed
Input schema / properties / condition_index / descriptionPrevious value: -"0-based index into EnterConditions."New value: +"0-based index into the state EnterConditions, as listed by list_conditions." - changed
Input schema / properties / state_name / descriptionPrevious value: -"Name of the state."New value: +"Name of the state that owns the condition; the command fails without it." - changed
Input schema / properties / tree_path / descriptionPrevious value: -"Asset path."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"." - changed
Input schema / requiredPrevious value: -[ - "tree_path", - "condition_index" -]New value: +[ + "tree_path", + "state_name", + "condition_index" +]
- Changed
remove_task1 field changed- changed
Input schema / requiredPrevious value: -[ - "tree_path", - "task_index" -]New value: +[ + "tree_path", + "state_name", + "task_index" +]
- Changed
remove_transition1 field changed- changed
Input schema / requiredPrevious value: -[ - "tree_path", - "transition_index" -]New value: +[ + "tree_path", + "state_name", + "transition_index" +]
- Changed
remove_transition_condition5 fields changed- changed
Input schema / properties / condition_index / descriptionPrevious value: -"0-based index into the transition's Conditions."New value: +"0-based index into the Conditions of that transition." - changed
Input schema / properties / state_name / descriptionPrevious value: -"Name of the state."New value: +"Name of the state that owns the transition; the command fails without it." - changed
Input schema / properties / transition_index / descriptionPrevious value: -"0-based index into State->Transitions."New value: +"0-based index into the state transitions, as listed by list_transitions." - changed
Input schema / properties / tree_path / descriptionPrevious value: -"Asset path."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"." - changed
Input schema / requiredPrevious value: -[ - "tree_path", - "transition_index", - "condition_index" -]New value: +[ + "tree_path", + "state_name", + "transition_index", + "condition_index" +]
- Changed
remove_tree_binding6 fields changed- changed
Input schema / properties / state_name / descriptionPrevious 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." - changed
Input schema / properties / target_index / descriptionPrevious 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." - changed
Input schema / properties / target_kind / descriptionPrevious 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\"." - changed
Input schema / properties / target_property / descriptionPrevious 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\"." - changed
Input schema / properties / transition_index / descriptionPrevious value: -"Required if target_kind=transition."New value: +"0-based index into the state transitions; used only by the transition kind." - changed
Input schema / properties / tree_path / descriptionPrevious value: -"Asset path."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
- Changed
remove_trigger_box1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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."
- Changed
remove_trigger_sphere1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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."
- Changed
remove_unused_vertices1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious value: -"Label or name of the target DynamicMeshActor"New value: +"Label or object name (case-insensitive) of the target DynamicMeshActor in the editor world."
- Changed
remove_usd_attribute3 fields changed- changed
Input schema / properties / attr_name / descriptionPrevious value: -"Attribute name to remove"New value: +"Name of the attribute to remove, e.g. \"size\"" - changed
Input schema / properties / prim_path / descriptionPrevious value: -"Target prim path"New value: +"Absolute SdfPath of an existing prim on that stage, e.g. \"/World/Cube\"." - changed
Input schema / properties / stage_name / descriptionPrevious 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\")."
- Changed
remove_usd_prim2 fields changed- changed
Input schema / properties / prim_path / descriptionPrevious value: -"SdfPath to remove"New value: +"Absolute SdfPath of the prim to remove, e.g. \"/World/Cube\"; its descendants go with it." - changed
Input schema / properties / stage_name / descriptionPrevious 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."
- Changed
remove_usd_prim_schema3 fields changed- changed
Input schema / properties / prim_path / descriptionPrevious value: -"Target prim path"New value: +"Absolute SdfPath of an existing prim, e.g. \"/World/Cube\"." - changed
Input schema / properties / schema_name / descriptionPrevious value: -"Schema identifier (e.g. \"MaterialBindingAPI\")"New value: +"Schema identifier as listed in applied_schemas by get_usd_prim_info, e.g. \"MaterialBindingAPI\"." - changed
Input schema / properties / stage_name / descriptionPrevious 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."
- Changed
remove_virtual_bone2 fields changed- changed
Input schema / properties / skeleton_path / descriptionPrevious value: -"Path to the USkeleton asset."New value: +"USkeleton asset path, e.g. \"/Game/Characters/SK_Hero_Skeleton\"." - changed
Input schema / properties / virtual_bone_name / descriptionPrevious 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."
- Changed
remove_widget1 field changed- changed
Input schema / properties / widget_name / descriptionPrevious 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"
- Changed
rename_anim_curve2 fields changed- changed
Input schema / properties / new_curve_name / descriptionPrevious value: -"New curve name"New value: +"Name the curve gets after the rename." - changed
Input schema / properties / old_curve_name / descriptionPrevious value: -"Current curve name"New value: +"Name of the existing curve to rename, as listed by get_anim_curve_names."
- Changed
rename_bone2 fields changed- changed
Input schema / properties / old_name / descriptionPrevious value: -"Current bone name"New value: +"Current bone name; must exist in the reference skeleton." - changed
Input schema / properties / skeleton_path / descriptionPrevious value: -"Path to the USkeleton asset"New value: +"USkeleton asset path, e.g. \"/Game/Characters/SK_Hero_Skeleton\"."
- Changed
rename_collection_param1 field changed- changed
Input schema / properties / param_type / descriptionPrevious value: -"scalar or vector, default scalar"New value: +"Which array to search: \"scalar\" or \"vector\", any case; omitted or anything else means scalar"
- Changed
rename_data_table_row2 fields changed- added
Input schema / properties / data_table / descriptionAdded value: +"Alias of table_path (the DataTable asset path, e.g. \"/Game/Data/DT_Items\"); table_path wins when both are given" - changed
Input schema / requiredPrevious value: -[ - "table_path", - "old_name", - "new_name" -]New value: +[ + "old_name", + "new_name" +]
- Changed
rename_ik_retarget_chain3 fields changed- changed
Input schema / properties / chain_name / descriptionPrevious value: -"Current name of the retarget chain"New value: +"Current name of the retarget chain, as get_ik_rig_info lists it." - changed
Input schema / properties / ik_rig_path / descriptionPrevious value: -"Path to the UIKRigDefinition asset"New value: +"IK Rig (UIKRigDefinition) asset path, e.g. \"/Game/Retarget/IK_Hero\"." - changed
Input schema / properties / new_name / descriptionPrevious value: -"New name to assign"New value: +"Requested new name; the engine may add a suffix to keep it unique."
- Changed
rename_niagara_emitter_handle4 fields changed- changed
Input schema / properties / current_name / descriptionPrevious 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." - changed
Input schema / properties / new_name / descriptionPrevious value: -"New display name."New value: +"Requested display name; it may come back sanitized or with a numeric suffix." - changed
Input schema / properties / system_path / descriptionPrevious value: -"Asset path of the Niagara System."New value: +"Niagara System asset path, e.g. \"/Game/FX/NS_Fire\"; the call fails without it." - changed
Input schema / requiredPrevious value: -[ - "current_name", - "new_name" -]New value: +[ + "system_path", + "current_name", + "new_name" +]
- Changed
rename_skeletal_mesh_morph_target3 fields changed- changed
Input schema / properties / new_name / descriptionPrevious value: -"New name for the morph target"New value: +"New morph target name; must not already exist on the mesh." - changed
Input schema / properties / old_name / descriptionPrevious value: -"Current name of the morph target"New value: +"Current morph target name, as get_skeletal_mesh_morph_targets lists it." - changed
Input schema / properties / skeletal_mesh_path / descriptionPrevious value: -"Content path to the skeletal mesh asset"New value: +"Skeletal mesh asset path, e.g. \"/Game/Characters/SKM_Hero\"."
- Changed
reorder_niagara_modules1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name", - "module_name", - "target_index" -]New value: +[ + "system_path", + "emitter_name", + "module_name", + "target_index" +]
- Changed
rotate_dynamic_mesh1 field changed- changed
Input schema / properties / rotation / descriptionPrevious 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"
- Changed
rotate_mesh_uvs5 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious value: -"DynamicMeshActor name (required)"New value: +"Label or object name (case-insensitive) of the target DynamicMeshActor in the editor world." - changed
Input schema / properties / rotation_angle_deg / descriptionPrevious value: -"Rotation in degrees (required)"New value: +"Rotation angle in degrees; 0 leaves the UVs untouched." - changed
Input schema / properties / rotation_origin_u / descriptionPrevious value: -"Optional U rotation origin (default 0)"New value: +"U coordinate of the rotation pivot (default 0)." - changed
Input schema / properties / rotation_origin_v / descriptionPrevious value: -"Optional V rotation origin (default 0)"New value: +"V coordinate of the rotation pivot (default 0)." - changed
Input schema / properties / uv_channel / descriptionPrevious value: -"UV channel index (required)"New value: +"0-based UV channel index; a channel the mesh does not have fails the call."
- Changed
run_behavior_tree2 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious 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)." - changed
Input schema / properties / behavior_tree_path / descriptionPrevious 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."
- Changed
save_game2 fields changed- changed
Input schema / properties / save_game_class / descriptionPrevious 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" - changed
Input schema / properties / user_index / descriptionPrevious value: -"Optional user index, default 0"New value: +"Platform user index for the save system; default 0 (the generic desktop save system ignores it)"
- Changed
save_game_to_memory1 field changed- changed
Input schema / properties / save_game_class / descriptionPrevious 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"
- Changed
scaffold_aim_offset_blend_space9 fields changed- changed
Input schema / properties / asset_name / descriptionPrevious 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." - changed
Input schema / properties / num_grid_points_pitch / descriptionPrevious value: -"Optional pitch grid density (default 4)"New value: +"Pitch grid divisions echoed in the reply (default 4); not written to the asset." - changed
Input schema / properties / num_grid_points_yaw / descriptionPrevious value: -"Optional yaw grid density (default 4)"New value: +"Yaw grid divisions echoed in the reply (default 4); not written to the asset." - changed
Input schema / properties / package_path / descriptionPrevious value: -"/Game/... folder (required)"New value: +"Content folder for the new asset, e.g. /Game/Animation/AimOffsets (a trailing slash is ignored)." - changed
Input schema / properties / pitch_max / descriptionPrevious 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." - changed
Input schema / properties / pitch_min / descriptionPrevious 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." - changed
Input schema / properties / skeleton_path / descriptionPrevious 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." - changed
Input schema / properties / yaw_max / descriptionPrevious 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." - changed
Input schema / properties / yaw_min / descriptionPrevious 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."
- Changed
scaffold_menu_screen2 fields changed- changed
Input schema / properties / button_font_size / descriptionPrevious 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." - changed
Input schema / properties / title_font_size / descriptionPrevious value: -"Default 36."New value: +"Title text size in Slate font points, truncated to a whole number; default 36. Unused when title is empty."
- Changed
scale_mesh_uvs6 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious value: -"DynamicMeshActor name (required)"New value: +"Label or object name (case-insensitive) of the target DynamicMeshActor in the editor world." - changed
Input schema / properties / scale_origin_u / descriptionPrevious value: -"Optional U scale origin (default 0)"New value: +"U coordinate of the point the scaling is centred on (default 0)." - changed
Input schema / properties / scale_origin_v / descriptionPrevious value: -"Optional V scale origin (default 0)"New value: +"V coordinate of the point the scaling is centred on (default 0)." - changed
Input schema / properties / scale_u / descriptionPrevious value: -"U scale (required, non-zero)"New value: +"Scale factor along U; must be non-zero (1 keeps U unchanged)." - changed
Input schema / properties / scale_v / descriptionPrevious value: -"V scale (required, non-zero)"New value: +"Scale factor along V; must be non-zero (1 keeps V unchanged)." - changed
Input schema / properties / uv_channel / descriptionPrevious value: -"UV channel index (required)"New value: +"0-based UV channel index; a channel the mesh does not have fails the call."
- Changed
scan_primary_assets1 field changed- changed
Input schema / properties / primary_asset_type / descriptionPrevious 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)."
- Changed
search_cvars1 field changed- changed
Input schema / properties / max / descriptionPrevious value: -"Max results (default 50)"New value: +"Maximum number of entries to return (default 50, minimum 1)."
- Changed
set_actor_folder1 field changed- changed
Input schema / properties / folder_path / descriptionPrevious 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."
- Changed
set_actor_label1 field changed- changed
Input schema / properties / new_label / descriptionPrevious value: -"New label to apply"New value: +"Display label to set, e.g. \"Lamp_Kitchen\"; leading and trailing spaces are trimmed."
- Changed
set_actor_net_dormancy1 field changed- changed
Input schema / properties / dormancy / descriptionPrevious 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\"."
- Changed
set_actor_replicate_movement1 field changed- changed
Input schema / properties / replicate_movement / descriptionPrevious value: -"bool, new value for bReplicateMovement."New value: +"true replicates the movement of the actor, false stops it (new value of bReplicateMovement)."
- Changed
set_actor_replicates1 field changed- changed
Input schema / properties / replicates / descriptionPrevious value: -"bool, new value for bReplicates."New value: +"true makes the actor replicate, false stops it (new value of bReplicates)."
- Changed
set_anim_curve_keys1 field changed- changed
Input schema / properties / keys / descriptionPrevious 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."
- Changed
set_anim_graph_node_pin_binding3 fields changed- added
Input schema / properties / anim_blueprint / descriptionAdded value: +"Alias of anim_blueprint_path, used only when anim_blueprint_path is absent or empty." - changed
Input schema / properties / binding_path / descriptionPrevious 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." - added
Input schema / properties / blueprint_name / descriptionAdded value: +"Alias of anim_blueprint_path, used only when anim_blueprint_path and anim_blueprint are both absent or empty."
- Changed
set_anim_montage_rate_scale1 field changed- removed
Input schema / requiredRemoved value: -[ - "montage_path" -]
- Changed
set_anim_transition_rule_automatic1 field changed- changed
Input schema / properties / enabled / descriptionPrevious 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."
- Changed
set_animation_speed1 field changed- changed
Input schema / properties / component_name / descriptionPrevious 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"
- Changed
set_attach_section_rules2 fields changed- changed
Input schema / properties / binding_name_or_guid / descriptionPrevious 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." - removed
Input schema / requiredRemoved value: -[ - "sequence_path", - "binding_guid" -]
- Changed
set_attribute_base_value2 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious 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" - changed
Input schema / properties / attribute_name / descriptionPrevious 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"
- Changed
set_audio_bus_channels2 fields changed- changed
Input schema / properties / bus_path / descriptionPrevious value: -"Full content path of the target UAudioBus"New value: +"Asset path of the UAudioBus, e.g. \"/Game/Audio/AB_Music\"." - changed
Input schema / properties / channels / descriptionPrevious 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."
- Changed
set_audio_section_properties1 field changed- removed
Input schema / requiredRemoved value: -[ - "sequence_path" -]
- Changed
set_audio_volume1 field changed- changed
Input schema / properties / audio_component_name / descriptionPrevious 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."
- Changed
set_binding_channel_keyframe_interp2 fields changed- changed
Input schema / properties / binding_name_or_guid / descriptionPrevious 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." - removed
Input schema / requiredRemoved value: -[ - "sequence_path", - "binding_guid" -]
- Changed
set_blackboard_value1 field changed- changed
Input schema / properties / value / descriptionPrevious 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)."
- Changed
set_camera_speed1 field changed- changed
Input schema / properties / speed / descriptionPrevious 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."
- Changed
set_chooser_column_default5 fields changed- added
Input schema / properties / class_path / descriptionAdded 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)." - changed
Input schema / properties / comparison / descriptionPrevious 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." - changed
Input schema / properties / default_value / descriptionPrevious 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." - changed
Input schema / properties / value / descriptionPrevious 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." - changed
Input schema / requiredPrevious value: -[ - "table_path", - "column_index", - "default_value" -]New value: +[ + "table_path", + "column_index" +]
- Changed
set_collection_param_default2 fields changed- changed
Input schema / properties / vector / descriptionPrevious 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" - changed
Input schema / properties / vector / typePrevious value: -"string"New value: +"array"
- Changed
set_condition_property10 fields changed- changed
Input schema / properties / condition_index / descriptionPrevious 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." - changed
Input schema / properties / property / descriptionPrevious 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." - changed
Input schema / properties / state_name / descriptionPrevious value: -"Name of the state."New value: +"Name of the state that owns the condition; the command fails without it." - changed
Input schema / properties / target_kind / descriptionPrevious 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\"." - changed
Input schema / properties / transition_index / descriptionPrevious 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." - changed
Input schema / properties / tree_path / descriptionPrevious value: -"Asset path."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"." - added
Input schema / properties / value / anyOfAdded value: +[ + { + "type": "string" + }, + { + "type": "number" + }, + { + "type": "integer" + }, + { + "type": "boolean" + }, + { + "type": "array" + }, + { + "additionalProperties": true, + "type": "object" + } +] - changed
Input schema / properties / value / descriptionPrevious 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." - removed
Input schema / properties / value / typeRemoved value: -"string" - changed
Input schema / requiredPrevious value: -[ - "tree_path", - "property" -]New value: +[ + "tree_path", + "state_name", + "property", + "value" +]
- Changed
set_consideration_property3 fields changed- added
Input schema / properties / value / anyOfAdded value: +[ + { + "type": "string" + }, + { + "type": "number" + }, + { + "type": "integer" + }, + { + "type": "boolean" + }, + { + "type": "array" + }, + { + "additionalProperties": true, + "type": "object" + } +] - removed
Input schema / properties / value / typeRemoved value: -"string" - changed
Input schema / requiredPrevious value: -[ - "tree_path", - "consideration_index", - "property" -]New value: +[ + "tree_path", + "state_name", + "consideration_index", + "property", + "value" +]
- Changed
set_control_bus_value1 field changed- changed
Input schema / properties / fade_time / descriptionPrevious 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)"
- Changed
set_data_table_cell2 fields changed- added
Input schema / properties / data_table / descriptionAdded value: +"Alias of table_path (the DataTable asset path, e.g. \"/Game/Data/DT_Items\"); table_path wins when both are given" - changed
Input schema / requiredPrevious value: -[ - "table_path", - "row_name", - "column_name", - "row_index", - "value" -]New value: +[ + "row_name", + "column_name", + "row_index", + "value" +]
- Changed
set_data_table_row_fields2 fields changed- added
Input schema / properties / table_path / descriptionAdded value: +"Alias of data_table (the DataTable asset path, e.g. \"/Game/Data/DT_Items\"); data_table wins when both are given" - changed
Input schema / requiredPrevious value: -[ - "data_table", - "row_name", - "fields" -]New value: +[ + "row_name", + "fields" +]
- Changed
set_data_table_rows_from_json3 fields changed- added
Input schema / properties / data_table / descriptionAdded value: +"Alias of table_path (the DataTable asset path, e.g. \"/Game/Data/DT_Items\"); table_path wins when both are given" - changed
Input schema / properties / rows / descriptionPrevious 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)" - removed
Input schema / requiredRemoved value: -[ - "table_path" -]
- Changed
set_decal_color2 fields changed- changed
Input schema / properties / color / descriptionPrevious 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." - changed
Input schema / properties / color / typePrevious value: -"string"New value: +"array"
- Changed
set_engine_ini_value4 fields changed- changed
Input schema / properties / config_file / descriptionPrevious 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." - changed
Input schema / properties / key / descriptionPrevious value: -"Key name"New value: +"Key inside the section, e.g. \"r.DefaultFeature.AntiAliasing\"; its current value is replaced." - changed
Input schema / properties / section / descriptionPrevious value: -"Section name"New value: +"INI section, e.g. \"/Script/Engine.RendererSettings\"; created when missing." - changed
Input schema / properties / value / descriptionPrevious value: -"Value to write"New value: +"Value as text, written verbatim; an empty string is allowed."
- Changed
set_evaluator_property7 fields changed- changed
Input schema / properties / evaluator_index / descriptionPrevious value: -"0-based index."New value: +"0-based index into the tree Evaluators, as listed by list_evaluators; out of range is an error." - changed
Input schema / properties / property / descriptionPrevious value: -"FProperty name."New value: +"Name of a property on the evaluator node struct; case-insensitive." - changed
Input schema / properties / tree_path / descriptionPrevious value: -"Asset path."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"." - added
Input schema / properties / value / anyOfAdded value: +[ + { + "type": "string" + }, + { + "type": "number" + }, + { + "type": "integer" + }, + { + "type": "boolean" + }, + { + "type": "array" + }, + { + "additionalProperties": true, + "type": "object" + } +] - changed
Input schema / properties / value / descriptionPrevious 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." - removed
Input schema / properties / value / typeRemoved value: -"string" - changed
Input schema / requiredPrevious value: -[ - "tree_path", - "evaluator_index", - "property" -]New value: +[ + "tree_path", + "evaluator_index", + "property", + "value" +]
- Changed
set_foliage_type_properties23 fields changed- changed
Input schema / properties / affect_dynamic_indirect_lighting / descriptionPrevious value: -"Optional bool"New value: +"Whether the foliage injects light into dynamic indirect lighting; used only when cast_shadow is true." - changed
Input schema / properties / align_to_normal / descriptionPrevious value: -"Optional bool"New value: +"Tilt instances to the normal of the surface they are placed on." - changed
Input schema / properties / cast_shadow / descriptionPrevious value: -"Optional bool"New value: +"Whether the foliage components cast shadows." - changed
Input schema / properties / collision_with_world / descriptionPrevious value: -"Optional bool"New value: +"Test for overlap with world geometry before placing each instance." - changed
Input schema / properties / cull_distance / descriptionPrevious 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." - changed
Input schema / properties / density / descriptionPrevious value: -"Optional float"New value: +"Instances per 1000 x 1000 uu area (10 m by 10 m) when painting." - changed
Input schema / properties / density_adjustment_factor / descriptionPrevious value: -"Optional float"New value: +"Density multiplier used when reapplying: above 1 adds instances, below 1 removes them." - changed
Input schema / properties / foliage_path / descriptionPrevious 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." - changed
Input schema / properties / mobility / descriptionPrevious value: -"Optional string (Static/Stationary/Movable)"New value: +"Component mobility: Static, Stationary or Movable, case-insensitive; any other value fails the call." - changed
Input schema / properties / radius / descriptionPrevious value: -"Optional float"New value: +"Minimum distance in cm between foliage instances." - changed
Input schema / properties / random_yaw / descriptionPrevious value: -"Optional bool"New value: +"Give each instance a random yaw around its vertical axis." - added
Input schema / properties / scale_x / additionalPropertiesAdded value: +true - changed
Input schema / properties / scale_x / descriptionPrevious value: -"Optional {min,max} float interval"New value: +"X scale range as a JSON object {\"min\":0.8,\"max\":1.2}, either bound optional." - changed
Input schema / properties / scale_x / typePrevious value: -"string"New value: +"object" - added
Input schema / properties / scale_y / additionalPropertiesAdded value: +true - changed
Input schema / properties / scale_y / descriptionPrevious value: -"Optional {min,max} float interval"New value: +"Y scale range as a JSON object {\"min\":0.8,\"max\":1.2}, either bound optional." - changed
Input schema / properties / scale_y / typePrevious value: -"string"New value: +"object" - added
Input schema / properties / scale_z / additionalPropertiesAdded value: +true - changed
Input schema / properties / scale_z / descriptionPrevious value: -"Optional {min,max} float interval"New value: +"Z scale range as a JSON object {\"min\":0.8,\"max\":1.2}, either bound optional." - changed
Input schema / properties / scale_z / typePrevious value: -"string"New value: +"object" - added
Input schema / properties / z_offset / additionalPropertiesAdded value: +true - changed
Input schema / properties / z_offset / descriptionPrevious 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." - changed
Input schema / properties / z_offset / typePrevious value: -"string"New value: +"object"
- Changed
set_gameplay_cue_notify_burst_properties1 field changed- changed
Input schema / properties / cue_notify_path / descriptionPrevious 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\"."
- Changed
set_gameplay_cue_notify_static_properties1 field changed- changed
Input schema / properties / cue_notify_path / descriptionPrevious 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\"."
- Changed
set_gameplay_effect_duration1 field changed- changed
Input schema / properties / duration_seconds / descriptionPrevious 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"
- Changed
set_gameplay_effect_duration_policy2 fields changed- changed
Input schema / properties / duration_policy / descriptionPrevious value: -"One of \"instant|duration|infinite\""New value: +"One of \"Instant\", \"HasDuration\" or \"Infinite\", any case (\"duration\" alone is refused)" - changed
Input schema / properties / effect_path / descriptionPrevious value: -"Asset path to the UGameplayEffect"New value: +"GameplayEffect asset path: a Blueprint GE (\"/Game/Effects/GE_Burn\") or a native UGameplayEffect asset"
- Changed
set_geometry_collection_damage1 field changed- changed
Input schema / properties / damage_model / descriptionPrevious 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."
- Changed
set_input_action_flags1 field changed- removed
Input schema / requiredRemoved value: -[ - "action_name" -]
- Changed
set_input_action_trigger_behavior1 field changed- removed
Input schema / requiredRemoved value: -[ - "action_path" -]
- Changed
set_input_action_value_type1 field changed- changed
Input schema / requiredPrevious value: -[ - "action_path", - "value_type" -]New value: +[ + "value_type" +]
- Changed
set_landscape_grass_type_properties24 fields changed- changed
Input schema / properties / align_to_surface / descriptionPrevious value: -"Optional bool"New value: +"Tilt instances to the landscape normal instead of keeping them vertical." - changed
Input schema / properties / cast_dynamic_shadow / descriptionPrevious value: -"Optional bool"New value: +"Whether instances cast shadows with non-precomputed (dynamic) shadowing." - changed
Input schema / properties / end_cull_distance / descriptionPrevious value: -"Optional int"New value: +"Distance in cm beyond which a whole grass cluster is culled, an integer." - changed
Input schema / properties / grass_density / descriptionPrevious 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." - changed
Input schema / properties / grass_mesh / descriptionPrevious 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." - changed
Input schema / properties / grass_path / descriptionPrevious value: -"Asset path of the ULandscapeGrassType"New value: +"Asset path of the LandscapeGrassType, e.g. \"/Game/Foliage/GT_Field\"." - changed
Input schema / properties / keep_instance_buffer_cpu_copy / descriptionPrevious value: -"Optional bool"New value: +"Keep a CPU copy of the instance buffer, which the overlap-count queries of the grass component need." - changed
Input schema / properties / min_lod / descriptionPrevious 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." - changed
Input schema / properties / placement_jitter / descriptionPrevious value: -"Optional float [0..1]"New value: +"Jitter of the grid placement from 0 to 1; only used when use_grid is true." - changed
Input schema / properties / random_rotation / descriptionPrevious value: -"Optional bool"New value: +"Give each instance a random rotation instead of a shared one." - changed
Input schema / properties / receives_decals / descriptionPrevious value: -"Optional bool"New value: +"Whether the grass instances receive decals." - added
Input schema / properties / scale_x / additionalPropertiesAdded value: +true - changed
Input schema / properties / scale_x / descriptionPrevious 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." - changed
Input schema / properties / scale_x / typePrevious value: -"string"New value: +"object" - added
Input schema / properties / scale_y / additionalPropertiesAdded value: +true - changed
Input schema / properties / scale_y / descriptionPrevious 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." - changed
Input schema / properties / scale_y / typePrevious value: -"string"New value: +"object" - added
Input schema / properties / scale_z / additionalPropertiesAdded value: +true - changed
Input schema / properties / scale_z / descriptionPrevious 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." - changed
Input schema / properties / scale_z / typePrevious value: -"string"New value: +"object" - changed
Input schema / properties / scaling / descriptionPrevious value: -"Optional string (Uniform/Free/LockXY)"New value: +"Scale mode: Uniform, Free or LockXY, case-insensitive; any other value fails the call." - changed
Input schema / properties / start_cull_distance / descriptionPrevious 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." - changed
Input schema / properties / use_grid / descriptionPrevious value: -"Optional bool"New value: +"Place instances on a jittered grid instead of a Halton sequence." - changed
Input schema / requiredPrevious value: -[ - "grass_path", - "variety_index" -]New value: +[ + "grass_path" +]
- Changed
set_material_function_input_props9 fields changed- changed
Input schema / properties / description / descriptionPrevious value: -"Optional tooltip/description string"New value: +"New tooltip text of the input pin." - changed
Input schema / properties / input_name / descriptionPrevious 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)." - added
Input schema / properties / preview_value / additionalPropertiesAdded value: +true - changed
Input schema / properties / preview_value / descriptionPrevious 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." - changed
Input schema / properties / preview_value / typePrevious value: -"string"New value: +"object" - changed
Input schema / properties / sort_priority / descriptionPrevious value: -"Optional int display-order"New value: +"Integer that orders this input pin relative to the other inputs of the function." - changed
Input schema / properties / sort_priority / typePrevious value: -"string"New value: +"number" - changed
Input schema / properties / use_preview_value_as_default / descriptionPrevious value: -"Optional bool"New value: +"Bool: true makes the preview value the default of the input when its pin is left unconnected." - changed
Input schema / properties / use_preview_value_as_default / typePrevious value: -"string"New value: +"boolean"
- Changed
set_material_instance_param2 fields changed- changed
Input schema / properties / instance_path / descriptionPrevious value: -"Material instance asset path."New value: +"Asset path of the UMaterialInstanceConstant, e.g. \"/Game/Materials/MI_Rock\"." - changed
Input schema / properties / param_name / descriptionPrevious value: -"Parameter name."New value: +"Parameter name as defined in the parent material, e.g. \"BaseTint\"; only global parameters are reached, not layer parameters."
- Changed
set_material_node_param1 field changed- changed
Input schema / properties / value / descriptionPrevious 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."
- Changed
set_mesh_uv_element_position5 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious value: -"DynamicMeshActor name (required)"New value: +"Label or object name (case-insensitive) of the target DynamicMeshActor in the editor world." - changed
Input schema / properties / element_id / descriptionPrevious 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." - changed
Input schema / properties / u / descriptionPrevious value: -"New U position (required)"New value: +"New U coordinate of the element." - changed
Input schema / properties / uv_channel / descriptionPrevious value: -"UV channel index (required)"New value: +"0-based UV channel index; a channel the mesh does not have fails the call." - changed
Input schema / properties / v / descriptionPrevious value: -"New V position (required)"New value: +"New V coordinate of the element."
- Changed
set_mesh_uvs_from_projection2 fields changed- changed
Input schema / properties / invert / descriptionPrevious value: -"Region parameter."New value: +"Select the complement of a box, sphere, plane or normal_angle region (default false); the other regions ignore it." - added
Input schema / properties / polygroup_layerAdded value: +{ + "description": "Region parameter for region='polygroup': extended polygroup layer index (default the mesh's default polygroup layer).", + "type": "integer" +}
- Changed
set_meta_sound_node_property6 fields changed- changed
Input schema / properties / metasound_path / descriptionPrevious value: -"Asset path."New value: +"MetaSound Source asset path, e.g. \"/Game/Audio/MS_Rain\"; MetaSound Patches are not accepted." - changed
Input schema / properties / node_id / descriptionPrevious 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." - added
Input schema / properties / value / anyOfAdded value: +[ + { + "type": "string" + }, + { + "type": "number" + }, + { + "type": "integer" + }, + { + "type": "boolean" + }, + { + "type": "array" + }, + { + "additionalProperties": true, + "type": "object" + } +] - changed
Input schema / properties / value / descriptionPrevious 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\")." - removed
Input schema / properties / value / typeRemoved value: -"string" - changed
Input schema / requiredPrevious value: -[ - "metasound_path", - "node_id", - "property" -]New value: +[ + "metasound_path", + "node_id", + "property", + "value" +]
- Changed
set_montage_properties3 fields changed- changed
Input schema / properties / enable_auto_blend_out / descriptionPrevious value: -"bEnableAutoBlendOut (bool). Optional."New value: +"When true the montage blends out by itself near its end (bEnableAutoBlendOut); omitted keeps the current value." - changed
Input schema / properties / sync_group / descriptionPrevious 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." - changed
Input schema / properties / sync_slot_index / descriptionPrevious 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."
- Changed
set_motion_warping_component_search_in_anims1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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."
- Changed
set_motion_warping_target_follow_component1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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."
- Changed
set_motion_warping_target_rotation2 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious 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." - changed
Input schema / properties / rotation / descriptionPrevious 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]."
- Changed
set_mpci_parent_collection1 field changed- changed
Input schema / properties / world_label / descriptionPrevious 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)"
- Changed
set_mpci_vector_parameter_value1 field changed- changed
Input schema / properties / world_label / descriptionPrevious 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)"
- Changed
set_net_priority2 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious value: -"Required."New value: +"Label of the actor in the editor world (matched against labels, not object names); first match." - changed
Input schema / properties / priority / descriptionPrevious 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."
- Changed
set_network_authority1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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"
- Changed
set_niagara_data_interface_array1 field changed- changed
Input schema / requiredPrevious value: -[ - "parameter_name", - "values" -]New value: +[ + "system_path", + "parameter_name", + "values" +]
- Changed
set_niagara_data_interface_asset1 field changed- changed
Input schema / requiredPrevious value: -[ - "parameter_name" -]New value: +[ + "system_path", + "parameter_name" +]
- Changed
set_niagara_data_interface_curve1 field changed- changed
Input schema / requiredPrevious value: -[ - "parameter_name", - "keys" -]New value: +[ + "system_path", + "parameter_name", + "keys" +]
- Changed
set_niagara_data_interface_default1 field changed- changed
Input schema / requiredPrevious value: -[ - "parameter_name", - "property_name", - "value" -]New value: +[ + "system_path", + "parameter_name", + "property_name", + "value" +]
- Changed
set_niagara_decal_renderer_material5 fields changed- changed
Input schema / properties / emitter_name / descriptionPrevious 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." - changed
Input schema / properties / material_path / descriptionPrevious 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\"." - changed
Input schema / properties / renderer_index / descriptionPrevious 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." - changed
Input schema / properties / system_path / descriptionPrevious 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." - changed
Input schema / requiredPrevious value: -[ - "material_path" -]New value: +[ + "system_path", + "emitter_name", + "renderer_index", + "material_path" +]
- Changed
set_niagara_effect_type1 field changed- changed
Input schema / requiredPrevious value: -[ - "effect_type_path" -]New value: +[ + "system_path", + "effect_type_path" +]
- Changed
set_niagara_emitter_allocation_mode1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name", - "allocation_mode" -]New value: +[ + "system_path", + "emitter_name", + "allocation_mode" +]
- Changed
set_niagara_emitter_bounds1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name" -]New value: +[ + "system_path", + "emitter_name" +]
- Changed
set_niagara_emitter_enabled1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name" -]New value: +[ + "system_path", + "emitter_name" +]
- Changed
set_niagara_emitter_local_space4 fields changed- changed
Input schema / properties / emitter_name / descriptionPrevious value: -"Name of the emitter handle."New value: +"Display name of the emitter handle (case-insensitive)." - changed
Input schema / properties / local_space / descriptionPrevious 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." - changed
Input schema / properties / system_path / descriptionPrevious value: -"Asset path of the Niagara System."New value: +"Niagara System asset path, e.g. \"/Game/FX/NS_Fire\"; the call fails without it." - changed
Input schema / requiredPrevious value: -[ - "emitter_name" -]New value: +[ + "system_path", + "emitter_name", + "local_space" +]
- Changed
set_niagara_emitter_max_gpu_particles1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name" -]New value: +[ + "system_path", + "emitter_name" +]
- Changed
set_niagara_emitter_requires_persistent_ids1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name" -]New value: +[ + "system_path", + "emitter_name" +]
- Changed
set_niagara_emitter_sim_target1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name", - "sim_target" -]New value: +[ + "system_path", + "emitter_name", + "sim_target" +]
- Changed
set_niagara_emitter_template_description2 fields changed- changed
Input schema / properties / description / descriptionPrevious value: -"New description text"New value: +"New description text, stored as FText; an empty string clears it." - changed
Input schema / properties / emitter_asset_path / descriptionPrevious 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)."
- Changed
set_niagara_mesh_renderer_mesh1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name", - "renderer_index", - "mesh_path", - "slot" -]New value: +[ + "system_path", + "emitter_name", + "renderer_index", + "mesh_path", + "slot" +]
- Changed
set_niagara_module_enabled1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name", - "module_name" -]New value: +[ + "system_path", + "emitter_name", + "module_name" +]
- Changed
set_niagara_module_input1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name", - "module_node_name", - "input_name" -]New value: +[ + "system_path", + "emitter_name", + "module_node_name", + "input_name" +]
- Changed
set_niagara_renderer_material1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name", - "renderer_index", - "material_path" -]New value: +[ + "system_path", + "emitter_name", + "renderer_index", + "material_path" +]
- Changed
set_niagara_renderer_properties1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name", - "renderer_index" -]New value: +[ + "system_path", + "emitter_name", + "renderer_index" +]
- Changed
set_niagara_simulation_stage_properties1 field changed- changed
Input schema / requiredPrevious value: -[ - "emitter_name", - "stage_name" -]New value: +[ + "system_path", + "emitter_name", + "stage_name" +]
- Changed
set_niagara_system_deterministic1 field changed- added
Input schema / requiredAdded value: +[ + "system_path" +]
- Changed
set_niagara_system_properties1 field changed- added
Input schema / requiredAdded value: +[ + "system_path" +]
- Changed
set_niagara_system_warmup_tick_count1 field changed- added
Input schema / requiredAdded value: +[ + "system_path" +]
- Changed
set_niagara_system_warmup_tick_delta1 field changed- added
Input schema / requiredAdded value: +[ + "system_path" +]
- Changed
set_niagara_system_warmup_time3 fields changed- changed
Input schema / properties / system_path / descriptionPrevious value: -"Asset path of the Niagara System."New value: +"Niagara System asset path, e.g. \"/Game/FX/NS_Fire\"; the call fails without it." - changed
Input schema / properties / warmup_time / descriptionPrevious 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." - added
Input schema / requiredAdded value: +[ + "system_path", + "warmup_time" +]
- Changed
set_niagara_user_parameter1 field changed- changed
Input schema / requiredPrevious value: -[ - "parameter_name" -]New value: +[ + "system_path", + "parameter_name" +]
- Changed
set_physics_body_advanced_properties3 fields changed- changed
Input schema / properties / angular_damping / descriptionPrevious value: -"Angular drag."New value: +"Drag that slows rotation (FBodyInstance AngularDamping, unitless, engine default 0); omit to keep the current value" - changed
Input schema / properties / body_index / descriptionPrevious 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" - changed
Input schema / properties / linear_damping / descriptionPrevious value: -"Linear drag."New value: +"Drag that slows linear movement (FBodyInstance LinearDamping, unitless, engine default 0.01); omit to keep the current value"
- Changed
set_physics_body_properties4 fields changed- changed
Input schema / properties / body_index / descriptionPrevious 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" - changed
Input schema / properties / bone_name / descriptionPrevious value: -"Name of the skeleton bone"New value: +"Bone whose body to configure, used when body_index is absent" - changed
Input schema / properties / mass / descriptionPrevious value: -"Mass override in kilograms"New value: +"Mass override in kilograms; also switches the mass override on. Omit to keep the current mass" - changed
Input schema / properties / physics_type / descriptionPrevious value: -"Body physics type (Default|Kinematic|Simulated)"New value: +"Body physics type (Default|Kinematic|Simulated), case-insensitive; omit to keep the current one"
- Changed
set_post_process_volume_settings8 fields changed- changed
Input schema / properties / enabled / descriptionPrevious value: -"Optional bool (PPV bEnabled)."New value: +"Whether the volume is enabled (APostProcessVolume bEnabled)." - changed
Input schema / properties / film_grain_intensity / descriptionPrevious value: -"Optional float."New value: +"Film grain intensity from 0 to 1, a number; a numeric string is also accepted." - changed
Input schema / properties / film_grain_intensity / typePrevious value: -"string"New value: +"number" - changed
Input schema / properties / motion_blur_amount / descriptionPrevious value: -"Optional float."New value: +"Motion blur strength from 0 to 1 (0 is off), a number; a numeric string is also accepted." - changed
Input schema / properties / motion_blur_amount / typePrevious value: -"string"New value: +"number" - changed
Input schema / properties / priority / descriptionPrevious value: -"Optional float (PPV Priority)."New value: +"Blend priority among overlapping volumes, a number such as 1; a numeric string is also accepted." - changed
Input schema / properties / priority / typePrevious value: -"string"New value: +"number" - changed
Input schema / properties / volume_name / descriptionPrevious value: -"Label of the APostProcessVolume."New value: +"Editor label of the PostProcessVolume in the editor world; object names are not matched."
- Changed
set_primary_asset_cook_rule1 field changed- changed
Input schema / properties / cook_rule / descriptionPrevious 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."
- Changed
set_procedural_mesh_material3 fields changed- changed
Input schema / properties / actor_label / descriptionPrevious 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" - changed
Input schema / properties / element_index / descriptionPrevious value: -"Optional material slot index (default 0)"New value: +"Material slot index, usually the section index; default 0 (not range-checked)" - changed
Input schema / properties / material_path / descriptionPrevious value: -"/Game path to the UMaterialInterface"New value: +"Material or material instance asset path, e.g. \"/Game/Materials/M_Rock\""
- Changed
set_retargeter_chain_mapping1 field changed- changed
Input schema / properties / op_name / descriptionPrevious 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"
- Changed
set_rigvm_pin_default2 fields changed- changed
Input schema / properties / control_rig_path / descriptionPrevious value: -"Path to the UControlRigBlueprint asset"New value: +"Asset path of the UControlRigBlueprint, e.g. \"/Game/Rigs/CR_Mannequin\"." - changed
Input schema / properties / value / descriptionPrevious 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."
- Changed
set_scene_capture_2d_properties1 field changed- changed
Input schema / properties / projection_type / descriptionPrevious value: -"Perspective | Orthographic"New value: +"Projection mode, \"Perspective\" or \"Orthographic\" (case-insensitive); any other value fails the call; omit to keep the current one"
- Changed
set_section_active2 fields changed- changed
Input schema / properties / binding_name_or_guid / descriptionPrevious 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." - changed
Input schema / requiredPrevious value: -[ - "sequence_path", - "binding_guid", - "active" -]New value: +[ + "active" +]
- Changed
set_section_blend_type2 fields changed- changed
Input schema / properties / binding_name_or_guid / descriptionPrevious 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." - changed
Input schema / requiredPrevious value: -[ - "sequence_path", - "binding_guid", - "blend_type" -]New value: +[ + "blend_type" +]
- Changed
set_section_color2 fields changed- changed
Input schema / properties / binding_name_or_guid / descriptionPrevious 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." - removed
Input schema / requiredRemoved value: -[ - "sequence_path", - "binding_guid" -]
- Changed
set_section_completion_mode2 fields changed- changed
Input schema / properties / binding_name_or_guid / descriptionPrevious 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." - changed
Input schema / requiredPrevious value: -[ - "sequence_path", - "binding_guid", - "completion_mode" -]New value: +[ + "completion_mode" +]
- Changed
set_section_easing2 fields changed- changed
Input schema / properties / binding_name_or_guid / descriptionPrevious 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." - removed
Input schema / requiredRemoved value: -[ - "sequence_path", - "binding_guid" -]
- Changed
set_section_locked2 fields changed- changed
Input schema / properties / binding_name_or_guid / descriptionPrevious 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." - changed
Input schema / requiredPrevious value: -[ - "sequence_path", - "binding_guid", - "locked" -]New value: +[ + "locked" +]
- Changed
set_section_pre_post_rollout2 fields changed- changed
Input schema / properties / binding_name_or_guid / descriptionPrevious 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." - removed
Input schema / requiredRemoved value: -[ - "sequence_path", - "binding_guid" -]
- Changed
set_section_row_index2 fields changed- changed
Input schema / properties / binding_name_or_guid / descriptionPrevious 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." - changed
Input schema / requiredPrevious value: -[ - "sequence_path", - "binding_guid", - "row_index" -]New value: +[ + "row_index" +]
- Changed
set_sequence_display_rate1 field changed- changed
Input schema / requiredPrevious value: -[ - "sequence_path", - "fps" -]New value: +[ + "fps" +]
- Changed
set_sequence_duration2 fields changed- changed
Input schema / properties / duration / descriptionPrevious value: -"New duration in seconds, 0 to 3600"New value: +"New length in seconds, greater than 0 and at most 3600 (0 is refused)" - changed
Input schema / properties / sequence_name / descriptionPrevious 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"
- Changed
set_sequence_view_range1 field changed- changed
Input schema / requiredPrevious value: -[ - "sequence_path", - "start_seconds", - "end_seconds" -]New value: +[ + "start_seconds", + "end_seconds" +]
- Changed
set_sequence_working_range1 field changed- changed
Input schema / requiredPrevious value: -[ - "sequence_path", - "start_seconds", - "end_seconds" -]New value: +[ + "start_seconds", + "end_seconds" +]
- Changed
set_skeletal_animation_section_params2 fields changed- changed
Input schema / properties / binding_name_or_guid / descriptionPrevious 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." - removed
Input schema / requiredRemoved value: -[ - "sequence_path", - "binding_guid" -]
- Changed
set_skeletal_mesh_lod_build_settings11 fields changed- changed
Input schema / properties / bone_influence_limit / descriptionPrevious 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." - changed
Input schema / properties / compute_weighted_normals / descriptionPrevious value: -"bool, compute weighted normals"New value: +"Weight computed normals by triangle area and corner angle (bComputeWeightedNormals)." - changed
Input schema / properties / full_precision_uvs / descriptionPrevious value: -"bool, use full precision UVs"New value: +"Store UVs at full floating-point precision (bUseFullPrecisionUVs)." - changed
Input schema / properties / high_precision_tangents / descriptionPrevious value: -"bool, use high precision tangent basis"New value: +"Store tangents at 16-bit instead of 8-bit precision (bUseHighPrecisionTangentBasis)." - changed
Input schema / properties / high_precision_weights / descriptionPrevious value: -"bool, use high precision skin weights"New value: +"Use 16-bit instead of 8-bit skin weights for rendering (bUseHighPrecisionSkinWeights)." - changed
Input schema / properties / lod_index / descriptionPrevious 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." - changed
Input schema / properties / recompute_normals / descriptionPrevious value: -"bool, recompute normals"New value: +"Ignore the imported normals and recompute them (bRecomputeNormals)." - changed
Input schema / properties / recompute_tangents / descriptionPrevious value: -"bool, recompute tangents"New value: +"Ignore the imported tangents and recompute them (bRecomputeTangents)." - changed
Input schema / properties / remove_degenerates / descriptionPrevious value: -"bool, remove degenerate triangles"New value: +"Remove degenerate triangles at build time (bRemoveDegenerates)." - changed
Input schema / properties / skeletal_mesh_path / descriptionPrevious value: -"Content path to the skeletal mesh asset"New value: +"Skeletal mesh asset path, e.g. \"/Game/Characters/SKM_Hero\"." - changed
Input schema / properties / use_mikk_t_space / descriptionPrevious value: -"bool, use Mikk T space"New value: +"Use MikkTSpace when computing tangents (bUseMikkTSpace)."
- Changed
set_skeletal_mesh_lod_screen_size4 fields changed- changed
Input schema / properties / lod_index / descriptionPrevious value: -"LOD index to modify"New value: +"0-based LOD index; must be below the LOD count of the mesh." - changed
Input schema / properties / screen_size / descriptionPrevious value: -"New ScreenSize.Default value"New value: +"New ScreenSize.Default value, e.g. 0.3; the call fails without it." - changed
Input schema / properties / skeletal_mesh_path / descriptionPrevious value: -"Content path to the skeletal mesh asset"New value: +"Skeletal mesh asset path, e.g. \"/Game/Characters/SKM_Hero\"." - changed
Input schema / requiredPrevious value: -[ - "skeletal_mesh_path", - "lod_index" -]New value: +[ + "skeletal_mesh_path", + "lod_index", + "screen_size" +]
- Changed
set_sound_class_parent2 fields changed- changed
Input schema / properties / child_sound_class_path / descriptionPrevious 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\"." - changed
Input schema / properties / parent_sound_class_path / descriptionPrevious 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\"."
- Changed
set_sound_class_properties16 fields changed- changed
Input schema / properties / always_play / descriptionPrevious value: -"Properties.bAlwaysPlay."New value: +"Bool for Properties.bAlwaysPlay: inflate the priority of referencing sounds so they always play" - changed
Input schema / properties / apply_ambient_volumes / descriptionPrevious value: -"Properties.bApplyAmbientVolumes."New value: +"Bool for Properties.bApplyAmbientVolumes: apply the Interior/Exterior volume and low-pass modifiers" - changed
Input schema / properties / apply_effects / descriptionPrevious value: -"Properties.bApplyEffects."New value: +"Bool for Properties.bApplyEffects (Output to Master EQ Submix): route referencing sounds to the Master EQ submix" - changed
Input schema / properties / attenuation_distance_scale / descriptionPrevious 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" - changed
Input schema / properties / center_channel_only / descriptionPrevious value: -"Properties.bCenterChannelOnly."New value: +"Bool for Properties.bCenterChannelOnly: force sounds of this class to the center channel" - changed
Input schema / properties / default_2d_reverb_send_amount / descriptionPrevious value: -"Properties.Default2DReverbSendAmount."New value: +"Reverb send amount for unattenuated (2D) sounds of this class (Properties.Default2DReverbSendAmount)" - changed
Input schema / properties / is_music / descriptionPrevious value: -"Properties.bIsMusic."New value: +"Bool for Properties.bIsMusic: mark the class as music (propagates to child classes only when the parent is true)" - changed
Input schema / properties / is_ui_sound / descriptionPrevious value: -"Properties.bIsUISound."New value: +"Bool for Properties.bIsUISound: sounds of this class keep playing while the game is paused in the UI" - changed
Input schema / properties / lfe_bleed / descriptionPrevious value: -"Properties.LFEBleed."New value: +"Amount of the sound sent to the LFE (subwoofer) channel (Properties.LFEBleed)" - changed
Input schema / properties / low_pass_frequency / descriptionPrevious value: -"Properties.LowPassFilterFrequency."New value: +"Low-pass filter cutoff frequency in Hz (Properties.LowPassFilterFrequency)" - changed
Input schema / properties / pitch / descriptionPrevious value: -"Properties.Pitch."New value: +"Pitch multiplier for sounds of this class (Properties.Pitch), e.g. 1.2" - changed
Input schema / properties / radio_filter_volume / descriptionPrevious value: -"Properties.RadioFilterVolume."New value: +"Volume of the legacy radio filter effect (Properties.RadioFilterVolume)" - changed
Input schema / properties / radio_filter_volume_threshold / descriptionPrevious value: -"Properties.RadioFilterVolumeThreshold."New value: +"Volume at which the legacy radio filter kicks in (Properties.RadioFilterVolumeThreshold)" - changed
Input schema / properties / reverb / descriptionPrevious value: -"Properties.bReverb."New value: +"Bool for Properties.bReverb (Send to Master Reverb Submix): send referencing sounds to the reverb submix" - changed
Input schema / properties / voice_center_channel_volume / descriptionPrevious value: -"Properties.VoiceCenterChannelVolume."New value: +"Amount sent to the center channel (Properties.VoiceCenterChannelVolume); does not propagate to child classes" - changed
Input schema / properties / volume / descriptionPrevious value: -"Properties.Volume."New value: +"Volume multiplier for sounds of this class (Properties.Volume), e.g. 0.5 for half"
- Changed
set_sound_cue_first_node1 field changed- changed
Input schema / properties / node_id / descriptionPrevious 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"
- Changed
set_sound_source_bus_audio_bus2 fields changed- changed
Input schema / properties / audio_bus_path / descriptionPrevious 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." - changed
Input schema / properties / ssb_path / descriptionPrevious value: -"Full content path of the target USoundSourceBus"New value: +"Asset path of the USoundSourceBus, e.g. \"/Game/Audio/SSB_Radio\"."
- Changed
set_sound_source_bus_send_level_curve1 field changed- changed
Input schema / properties / distance_curve / descriptionPrevious 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."
- Changed
set_soundfield_effect_settings1 field changed- changed
Input schema / properties / settings / descriptionPrevious value: -"JSON object {property_name: value, ...} (required)."New value: +"JSON object {property_name: value, ...}; validated as an object but never written"
- Changed
set_state_completion_type1 field changed- changed
Input schema / requiredPrevious value: -[ - "tree_path", - "completion_type" -]New value: +[ + "tree_path", + "state_name", + "completion_type" +]
- Changed
set_state_linked_asset1 field changed- changed
Input schema / requiredPrevious value: -[ - "tree_path", - "linked_asset_path" -]New value: +[ + "tree_path", + "state_name", + "linked_asset_path" +]
- Changed
set_state_selection_behavior1 field changed- changed
Input schema / requiredPrevious value: -[ - "tree_path", - "selection_behavior" -]New value: +[ + "tree_path", + "state_name", + "selection_behavior" +]
- Changed
set_state_tree_root2 fields changed- changed
Input schema / properties / root_state_name / descriptionPrevious 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." - changed
Input schema / properties / tree_path / descriptionPrevious value: -"Asset path to the UStateTree"New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
- Changed
set_state_type4 fields changed- changed
Input schema / properties / state_name / descriptionPrevious value: -"Name of the state to modify"New value: +"Name of the state to change; the command fails without it." - changed
Input schema / properties / state_type / descriptionPrevious value: -"One of State | Group | Linked | LinkedAsset | Subtree"New value: +"Enum value name: State, Group, Linked, LinkedAsset or Subtree (an EStateTreeStateType:: prefix is accepted)." - changed
Input schema / properties / tree_path / descriptionPrevious value: -"Asset path to the UStateTree"New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"." - changed
Input schema / requiredPrevious value: -[ - "tree_path", - "state_type" -]New value: +[ + "tree_path", + "state_name", + "state_type" +]
- Changed
set_static_mesh_collision_complexity1 field changed- changed
Input schema / properties / complexity / descriptionPrevious 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."
- Changed
set_static_mesh_nanite2 fields changed- changed
Input schema / properties / enabled / descriptionPrevious value: -"Whether to enable Nanite."New value: +"true enables Nanite, false disables it; default false, so leaving it out disables Nanite." - changed
Input schema / properties / keep_percent_triangles / descriptionPrevious 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)."
- Changed
set_sub_section_parameters1 field changed- removed
Input schema / requiredRemoved value: -[ - "sequence_path" -]
- Changed
set_task_property3 fields changed- added
Input schema / properties / value / anyOfAdded value: +[ + { + "type": "string" + }, + { + "type": "number" + }, + { + "type": "integer" + }, + { + "type": "boolean" + }, + { + "type": "array" + }, + { + "additionalProperties": true, + "type": "object" + } +] - removed
Input schema / properties / value / typeRemoved value: -"string" - changed
Input schema / requiredPrevious value: -[ - "tree_path", - "task_index", - "property" -]New value: +[ + "tree_path", + "state_name", + "task_index", + "property", + "value" +]
- Changed
set_texture_settings3 fields changed- changed
Input schema / properties / compression_settings / descriptionPrevious 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" - changed
Input schema / properties / lod_group / descriptionPrevious 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" - changed
Input schema / properties / srgb / descriptionPrevious 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"
- Changed
set_transform_section_mask2 fields changed- changed
Input schema / properties / binding_name_or_guid / descriptionPrevious 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." - removed
Input schema / requiredRemoved value: -[ - "sequence_path", - "binding_guid" -]
- Changed
set_transform_section_quaternion_interp3 fields changed- changed
Input schema / properties / binding_name_or_guid / descriptionPrevious 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." - changed
Input schema / properties / track_type / descriptionPrevious 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." - changed
Input schema / requiredPrevious value: -[ - "sequence_path", - "binding_guid", - "use_quaternion" -]New value: +[ + "use_quaternion" +]
- Changed
set_transform_track_interp_mode3 fields changed- changed
Input schema / properties / binding_name_or_guid / descriptionPrevious 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." - changed
Input schema / properties / track_type / descriptionPrevious 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." - removed
Input schema / requiredRemoved value: -[ - "sequence_path", - "binding_guid", - "interp_mode" -]
- Changed
set_transition_properties1 field changed- changed
Input schema / requiredPrevious value: -[ - "tree_path" -]New value: +[ + "tree_path", + "state_name" +]
- Changed
set_tree_parameter6 fields changed- changed
Input schema / properties / parameter / descriptionPrevious 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." - changed
Input schema / properties / tree_path / descriptionPrevious value: -"Asset path."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"." - added
Input schema / properties / value / anyOfAdded value: +[ + { + "type": "string" + }, + { + "type": "number" + }, + { + "type": "integer" + }, + { + "type": "boolean" + }, + { + "type": "array" + }, + { + "additionalProperties": true, + "type": "object" + } +] - changed
Input schema / properties / value / descriptionPrevious 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." - removed
Input schema / properties / value / typeRemoved value: -"string" - changed
Input schema / requiredPrevious value: -[ - "tree_path", - "parameter" -]New value: +[ + "tree_path", + "parameter", + "value" +]
- Changed
set_trigger_box_extent4 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious value: -"TriggerBox actor name (required)"New value: +"Object name of the TriggerBox actor in the editor world; its editor label is not matched." - changed
Input schema / properties / extent_x / descriptionPrevious 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." - changed
Input schema / properties / extent_y / descriptionPrevious value: -"Box half-extent Y (required, > 0)"New value: +"Half-extent along local Y in cm, greater than 0." - changed
Input schema / properties / extent_z / descriptionPrevious value: -"Box half-extent Z (required, > 0)"New value: +"Half-extent along local Z in cm, greater than 0."
- Changed
set_trigger_sphere_radius2 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious value: -"TriggerSphere actor name (required)"New value: +"Object name of the TriggerSphere actor in the editor world; its editor label is not matched." - changed
Input schema / properties / radius / descriptionPrevious value: -"Sphere radius (required, > 0)"New value: +"New unscaled sphere radius in cm, greater than 0."
- Changed
set_usd_prim_active3 fields changed- changed
Input schema / properties / active / descriptionPrevious value: -"true to activate, false to deactivate"New value: +"true to activate, false to deactivate; omitted means true." - changed
Input schema / properties / prim_path / descriptionPrevious value: -"Target prim path"New value: +"Absolute SdfPath of an existing prim, e.g. \"/World/Cube\"." - changed
Input schema / properties / stage_name / descriptionPrevious 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."
- Changed
set_usd_prim_display_name3 fields changed- changed
Input schema / properties / display_name / descriptionPrevious value: -"New display name"New value: +"Label that UIs show instead of the prim name, e.g. \"Hero Cube\"; may be empty." - changed
Input schema / properties / prim_path / descriptionPrevious value: -"Target prim path"New value: +"Absolute SdfPath of an existing prim, e.g. \"/World/Cube\"." - changed
Input schema / properties / stage_name / descriptionPrevious 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."
- Changed
set_usd_prim_instanceable3 fields changed- changed
Input schema / properties / instanceable / descriptionPrevious value: -"true to mark instanceable, false to clear"New value: +"true to mark instanceable, false to clear; omitted means true." - changed
Input schema / properties / prim_path / descriptionPrevious value: -"Target prim path"New value: +"Absolute SdfPath of an existing prim, e.g. \"/World/Cube\"." - changed
Input schema / properties / stage_name / descriptionPrevious 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."
- Changed
set_usd_prim_metadata4 fields changed- changed
Input schema / properties / key / descriptionPrevious 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." - changed
Input schema / properties / prim_path / descriptionPrevious value: -"Target prim path"New value: +"Absolute SdfPath of an existing prim, e.g. \"/World/Cube\"." - changed
Input schema / properties / stage_name / descriptionPrevious 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." - changed
Input schema / properties / value / descriptionPrevious 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\"."
- Changed
set_usd_prim_specifier3 fields changed- changed
Input schema / properties / prim_path / descriptionPrevious value: -"Target prim path"New value: +"Absolute SdfPath of an existing prim, e.g. \"/World/Cube\"." - changed
Input schema / properties / specifier / descriptionPrevious value: -"\"Def\" | \"Over\" | \"Class\""New value: +"\"Def\", \"Over\" or \"Class\", case-insensitive; anything else is applied as \"Def\"." - changed
Input schema / properties / stage_name / descriptionPrevious 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."
- Changed
set_usd_prim_type3 fields changed- changed
Input schema / properties / prim_path / descriptionPrevious value: -"SdfPath of the prim to retype"New value: +"Absolute SdfPath of the prim to retype, e.g. \"/World/Cube\"; it must exist." - changed
Input schema / properties / stage_name / descriptionPrevious 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." - changed
Input schema / properties / type_name / descriptionPrevious 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."
- Changed
setup_foot_ik2 fields changed- changed
Input schema / properties / left_foot_bone / descriptionPrevious 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." - changed
Input schema / properties / right_foot_bone / descriptionPrevious 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."
- Changed
show_notification1 field changed- changed
Input schema / properties / completion_state / descriptionPrevious 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\"."
- Changed
slice_fracture2 fields changed- changed
Input schema / properties / grout / descriptionPrevious value: -"Optional grout amount for the cuts"New value: +"Width of the gap left between cut pieces, in cm (default 0)" - changed
Input schema / properties / random_seed / descriptionPrevious 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"
- Changed
snapshot_object1 field changed- added
Input schema / properties / snapshot_id / descriptionAdded 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"
- Changed
spawn_dynamic_mesh_actor2 fields changed- changed
Input schema / properties / location / descriptionPrevious value: -"Optional [x, y, z] world location"New value: +"World location [x, y, z] in cm (default the world origin)." - changed
Input schema / properties / rotation / descriptionPrevious 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)."
- Changed
spawn_niagara_component1 field changed- added
Input schema / requiredAdded value: +[ + "system_path" +]
- Changed
spawn_post_process_volume2 fields changed- changed
Input schema / properties / location / descriptionPrevious 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." - changed
Input schema / properties / unbound / descriptionPrevious 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."
- Changed
spawn_sky_atmosphere1 field changed- changed
Input schema / properties / location / descriptionPrevious 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."
- Changed
spawn_volumetric_cloud1 field changed- changed
Input schema / properties / location / descriptionPrevious 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."
- Changed
stop_animation1 field changed- changed
Input schema / properties / component_name / descriptionPrevious 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"
- Changed
stop_behavior_tree1 field changed- changed
Input schema / properties / actor_name / descriptionPrevious 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)"
- Changed
stop_sound1 field changed- changed
Input schema / properties / audio_component_name / descriptionPrevious 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."
- Changed
translate_mesh_uvs4 fields changed- changed
Input schema / properties / actor_name / descriptionPrevious value: -"DynamicMeshActor name (required)"New value: +"Label or object name (case-insensitive) of the target DynamicMeshActor in the editor world." - changed
Input schema / properties / translate_u / descriptionPrevious value: -"U translation (required)"New value: +"Offset added to every U coordinate (1.0 shifts by one full tile)." - changed
Input schema / properties / translate_v / descriptionPrevious value: -"V translation (required)"New value: +"Offset added to every V coordinate (1.0 shifts by one full tile)." - changed
Input schema / properties / uv_channel / descriptionPrevious value: -"UV channel index (required)"New value: +"0-based UV channel index; a channel the mesh does not have fails the call."
- Changed
trigger_input_action3 fields changed- added
Input schema / properties / action_name / descriptionAdded value: +"Alias of action, read only when action is absent or empty and action_path is absent: InputAction object path or short asset name." - added
Input schema / properties / action_path / descriptionAdded value: +"Alias of action, read when action is absent or empty: InputAction object path or short asset name." - removed
Input schema / requiredRemoved value: -[ - "action" -]
- Changed
update_transition1 field changed- changed
Input schema / requiredPrevious value: -[ - "tree_path" -]New value: +[ + "tree_path", + "state_name" +]
- Changed
validate_anim_state_machine1 field changed- changed
Input schema / properties / state_machine_name / descriptionPrevious 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)."
- Changed
validate_state_tree1 field changed- changed
Input schema / properties / tree_path / descriptionPrevious value: -"Asset path."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
2097 tool updates
v1.1.0- First observed
activate_ability - First observed
activate_external_subsystem - First observed
activate_game_feature_plugin - First observed
add_ability_task - First observed
add_actor_begin_overlap_event - First observed
add_ai_perception_sense - First observed
add_ai_stimuli_source - First observed
add_anim_bone_track - First observed
add_anim_composite_segment - First observed
add_anim_conduit - First observed
add_anim_curve_name - First observed
add_anim_float_curve - First observed
add_anim_graph_node - First observed
add_anim_notify - First observed
add_anim_notify_name - First observed
add_anim_notify_state - First observed
add_anim_slot_group - First observed
add_anim_state - First observed
add_anim_state_machine - First observed
add_anim_sync_marker - First observed
add_anim_transform_curve - First observed
add_anim_transition - First observed
add_animation_asset_to_pose_search_database - First observed
add_asset_to_collection - First observed
add_attach_track - First observed
add_attribute_to_set - First observed
add_audio_section - First observed
add_blackboard_key - First observed
add_blendspace_sample - First observed
add_blueprint_function - First observed
add_blueprint_variable - First observed
add_bone - First observed
add_branch_node - First observed
add_break_struct_node - First observed
add_broadcast_node - First observed
add_bt_composite_child - First observed
add_bt_decorator - First observed
add_bt_service - First observed
add_bt_task_child - First observed
add_bus_to_mix - First observed
add_call_library_function - First observed
add_camera_component - First observed
add_camera_cut - First observed
add_camera_cut_section - First observed
add_camera_cut_track - First observed
add_camera_focus_track - First observed
add_camera_node_child - First observed
add_cast_node - First observed
add_chooser_column_to_table - First observed
add_chooser_row - First observed
add_collection_scalar_param - First observed
add_collection_vector_param - First observed
add_collision_channel - First observed
add_collision_profile - First observed
add_comment_node - First observed
add_component_bound_event - First observed
add_component_event - First observed
add_component_material_track - First observed
add_component_to_actor - First observed
add_component_to_blueprint - First observed
add_consideration - First observed
add_curve_key - First observed
add_curve_table_key - First observed
add_curve_table_row - First observed
add_custom_event_node - First observed
add_data_registry_source - First observed
add_data_table_row - First observed
add_enhanced_input_action_node - First observed
add_enum_entry - First observed
add_eqs_generator - First observed
add_eqs_option - First observed
add_eqs_test - First observed
add_event_dispatcher - First observed
add_event_track_section - First observed
add_event_track_to_sequence - First observed
add_fade_track_to_sequence - First observed
add_field_node - First observed
add_foliage_instances - First observed
add_function_local_variable - First observed
add_function_parameter - First observed
add_gameplay_camera_component - First observed
add_gameplay_effect_component - First observed
add_gameplay_effect_modifier - First observed
add_gameplay_tag_redirect - First observed
add_gameplay_tag_to_table - First observed
add_geometry_collection_source - First observed
add_get_component_by_class_node - First observed
add_graph_node - First observed
add_height_mask_node - First observed
add_ik_goal - First observed
add_ik_retarget_chain - First observed
add_ik_solver - First observed
add_impulse_to_actor - First observed
add_input_action_event_node - First observed
add_input_modifier - First observed
add_input_trigger - First observed
add_instanced_static_mesh_component - First observed
add_ism_instance - First observed
add_keyframe_to_property_track - First observed
add_landscape_layer - First observed
add_landscape_layer_blend_node - First observed
add_landscape_spline_control_point - First observed
add_landscape_spline_segment - First observed
add_level_visibility_track - First observed
add_light - First observed
add_list_view - First observed
add_macro_instance_node - First observed
add_make_struct_node - First observed
add_mapping_to_context - First observed
add_marked_frame - First observed
add_mass_trait - First observed
add_mass_trait_to_entity - First observed
add_material_attribute_layers_node - First observed
add_material_function_call - First observed
add_material_function_input - First observed
add_material_function_output - First observed
add_material_parameter_collection_track - First observed
add_message_log_entry - First observed
add_metasound_graph_input - First observed
add_metasound_graph_output - First observed
add_modulation_input_to_patch - First observed
add_montage_notify - First observed
add_montage_section - First observed
add_montage_segment - First observed
add_montage_slot - First observed
add_motion_warping_component - First observed
add_niagara_data_interface - First observed
add_niagara_decal_renderer - First observed
add_niagara_emitter_from_template - First observed
add_niagara_emitter_handle - First observed
add_niagara_event_handler - First observed
add_niagara_light_renderer - First observed
add_niagara_module_to_graph - First observed
add_niagara_module_to_stack - First observed
add_niagara_renderer - First observed
add_niagara_simulation_stage - First observed
add_notify_track - First observed
add_object_bound_event - First observed
add_parent_call_node - First observed
add_pcg_component - First observed
add_pcg_graph_parameter - First observed
add_pcg_node - First observed
add_pcg_subgraph_node - First observed
add_physics_asset_constraint - First observed
add_pose_search_channel_to_schema - First observed
add_pose_search_roled_skeleton - First observed
add_pose_to_pose_asset - First observed
add_primary_asset_rule - First observed
add_property_track - First observed
add_reroute_node - First observed
add_retargeter_op - First observed
add_rig_bone - First observed
add_rig_control - First observed
add_rig_null - First observed
add_rigvm_link - First observed
add_rigvm_node - First observed
add_select_node - First observed
add_sequence_folder - First observed
add_sequence_node - First observed
add_shot_section - First observed
add_shot_track - First observed
add_simple_collision_to_static_mesh - First observed
add_skeletal_animation_track - First observed
add_skeletal_mesh_lod - First observed
add_skeletal_mesh_socket - First observed
add_slomo_track - First observed
add_slope_mask_node - First observed
add_smart_object_definition_default_behavior - First observed
add_smart_object_slot - First observed
add_smart_object_slot_behavior_definition - First observed
add_smart_object_slot_entrance_annotation - First observed
add_socket_to_skeleton_asset - First observed
add_sound_cue_node - First observed
add_soundfield_effect_to_submix - First observed
add_spawnable_to_sequence - First observed
add_spline_component - First observed
add_spline_mesh_component - First observed
add_spring_arm - First observed
add_state - First observed
add_state_enter_condition - First observed
add_state_evaluator - First observed
add_state_task - First observed
add_state_transition - First observed
add_state_tree_binding - First observed
add_state_tree_global_task - First observed
add_state_tree_global_task_property - First observed
add_static_mesh_socket - First observed
add_streaming_level - First observed
add_struct_member - First observed
add_subcomponent_possessable - First observed
add_submix_effect_to_chain - First observed
add_subsequence_track - First observed
add_subtitle_cue - First observed
add_tag_to_object - First observed
add_tile_view - First observed
add_timeline_to_blueprint - First observed
add_transform_keyframe - First observed
add_transform_track_to_binding - First observed
add_transition_condition - First observed
add_tree_parameter - First observed
add_tree_view - First observed
add_usd_internal_reference - First observed
add_usd_payload - First observed
add_usd_reference - First observed
add_usd_variant - First observed
add_usd_variant_set - First observed
add_viewmodel - First observed
add_virtual_bone - First observed
add_visibility_track - First observed
add_warp_target_to_component - First observed
add_water_body_to_zone - First observed
add_weighted_value_keyframe - First observed
add_weighted_value_track - First observed
add_widget_animation - First observed
add_widget_animation_keyframe - First observed
add_widget_animation_track - First observed
add_widget_extended - First observed
add_widget_property_binding - First observed
add_widget_to_blueprint - First observed
align_actors - First observed
analyze_asset_performance - First observed
analyze_assets_performance_batch - First observed
append_mesh_primitive - First observed
append_mesh_to_dynamic_mesh - First observed
apply_adaptive_remesh - First observed
apply_component_property_overrides - First observed
apply_gameplay_effect - First observed
apply_material_to_blueprint - First observed
apply_mesh_boolean - First observed
apply_mesh_boolean_actor_to_actor - First observed
apply_mesh_morphology - First observed
apply_mesh_solidify - First observed
apply_multiple_gameplay_effects - First observed
apply_uniform_remesh - First observed
apply_usd_prim_schema - First observed
apply_widget_style_preset - First observed
assign_actor_to_data_layer_instance - First observed
assign_rvt_to_landscape - First observed
assign_skeletal_mesh_physics_asset - First observed
attach_actor - First observed
attach_blueprint_component - First observed
audit_asset_references - First observed
audit_blueprint_health - First observed
audit_class_purity - First observed
audit_collision_profiles - First observed
audit_fork_refs - First observed
audit_replication - First observed
audit_widget_accessibility - First observed
audit_widget_style - First observed
audit_widget_text - First observed
auto_generate_mesh_uvs - First observed
backup_asset - First observed
bake_skeletal_mesh_lod - First observed
batch - First observed
batch_delete_actors - First observed
batch_place_actors_on_terrain - First observed
batch_set_actor_transform - First observed
begin_transaction - First observed
bind_actor_property_to_sequence - First observed
bind_actor_to_sequence - First observed
bind_component_property_to_sequence - First observed
bind_component_to_sequence - First observed
bind_widget_to_viewmodel - First observed
bookmark - First observed
break_level_instance - First observed
build_animation_state_machine - First observed
build_blueprint_graph - First observed
build_camera_rig - First observed
build_hlod - First observed
build_lighting - First observed
build_mesh_bvh - First observed
build_minimap - First observed
build_pose_search_database_index - First observed
bulk_delete_assets - First observed
bulk_rename_assets - First observed
call_component_function - First observed
call_function - First observed
call_library_function - First observed
call_object_method - First observed
can_redo - First observed
can_undo - First observed
cancel_ability - First observed
cancel_package_build - First observed
cancel_render_job - First observed
cancel_transaction - First observed
capture_pie_screenshot - First observed
capture_pie_state - First observed
capture_viewport - First observed
check_asset_circular_dependency - First observed
check_asset_optimization - First observed
check_blueprint_errors - First observed
claim_smart_object - First observed
cleanup_pcg_component - First observed
clear_and_fill_render_target - First observed
clear_anim_graph_node_pin_binding - First observed
clear_anim_transition_rule - First observed
clear_collection_params - First observed
clear_data_registry_sources - First observed
clear_dynamic_mesh - First observed
clear_ism_instances - First observed
clear_marked_frames - First observed
clear_material_parameter_overrides - First observed
clear_message_log - First observed
clear_motion_warping_targets - First observed
clear_mpci_parameter_overrides - First observed
clear_procedural_mesh - First observed
clear_render_target - First observed
clear_undo_barriers - First observed
clear_usd_attribute - First observed
clear_usd_references - First observed
clear_usd_variant_selection - First observed
clear_uv_channel - First observed
click_pie_widget - First observed
close_usd_stage - First observed
cluster_geometry_collection - First observed
collapse_montage_segments - First observed
commit_bone_changes - First observed
commit_level_instance - First observed
compact_mesh - First observed
compare_asset_versions - First observed
compare_objects - First observed
compile_anim_blueprint - First observed
compile_blueprint - First observed
compile_material - First observed
compile_state_tree - First observed
compile_text_for_target - First observed
compute_gc_proximity - First observed
configure_ability_tags - First observed
configure_ai_sight_radius - First observed
configure_animation_events - First observed
configure_asset_streaming - First observed
configure_audio_3d - First observed
configure_gravity - First observed
configure_light_shadows - First observed
configure_plugin_setting - First observed
configure_post_processing - First observed
configure_render_output - First observed
configure_replication - First observed
configure_water_zone - First observed
connect_anim_graph_pins - First observed
connect_ik_goal_to_solver - First observed
connect_material_expressions - First observed
connect_material_function_pins - First observed
connect_metasound_nodes - First observed
connect_pcg_nodes - First observed
connect_pins - First observed
connect_sound_cue_nodes - First observed
connect_substrate_slab_to_material - First observed
connect_to_material_output - First observed
consolidate_assets - First observed
convert_map_to_world_partition - First observed
copy_actors - First observed
copy_anim_graph_nodes - First observed
copy_dynamic_mesh_to_static_mesh - First observed
copy_landscape_region - First observed
copy_material_instance_params - First observed
copy_mesh_uv_channel - First observed
copy_mid_params_from_source - First observed
copy_static_mesh_to_dynamic_mesh - First observed
count_gameplay_tag_references - First observed
count_mass_entities - First observed
create_actor_action_utility - First observed
create_ai_controller_blueprint - First observed
create_anim_blueprint - First observed
create_anim_composite - First observed
create_anim_montage - First observed
create_anim_sequence - First observed
create_asset_action_utility - First observed
create_asset_documentation - First observed
create_attribute_set_asset - First observed
create_attribute_set_blueprint - First observed
create_audio_bus - First observed
create_behavior_config - First observed
create_behavior_tree - First observed
create_blackboard_data - First observed
create_blend_space - First observed
create_blueprint - First observed
create_blueprint_interface - First observed
create_blueprint_macro - First observed
create_camera - First observed
create_camera_asset - First observed
create_camera_rig_asset - First observed
create_camera_rig_crane - First observed
create_camera_rig_rail - First observed
create_camera_shake_blueprint - First observed
create_chooser_table - First observed
create_cine_camera_in_sequence - First observed
create_collection - First observed
create_common_ui_stack - First observed
create_composite_curve_table - First observed
create_composite_data_table - First observed
create_control_bus - First observed
create_control_bus_mix - First observed
create_control_rig_blueprint - First observed
create_curve_asset - First observed
create_curve_table - First observed
create_data_asset - First observed
create_data_layer_asset - First observed
create_data_layer_instance - First observed
create_data_registry - First observed
create_data_table - First observed
create_dialogue_voice - First observed
create_dialogue_wave - First observed
create_directory - First observed
create_dynamic_material_on_actor - First observed
create_editable_skeletal_mesh - First observed
create_editable_skeleton - First observed
create_editable_static_mesh - First observed
create_editor_utility_blueprint - First observed
create_editor_utility_widget_blueprint - First observed
create_enum - First observed
create_eqs_query - First observed
create_field_system_asset - First observed
create_file_media_source - First observed
create_foliage_type - First observed
create_force_feedback_effect - First observed
create_functional_test - First observed
create_game_instance_class_bp - First observed
create_game_mode_class_bp - First observed
create_game_state_class_bp - First observed
create_gameplay_ability_blueprint - First observed
create_gameplay_cue_notify_actor - First observed
create_gameplay_cue_notify_burst - First observed
create_gameplay_cue_notify_looping - First observed
create_gameplay_cue_notify_static - First observed
create_gameplay_effect_blueprint - First observed
create_gameplay_effect_container - First observed
create_gameplay_mod_magnitude_calculation_blueprint - First observed
create_gameplay_tag - First observed
create_gameplay_tag_table - First observed
create_geometry_collection - First observed
create_hlod_layer - First observed
create_hud_class_bp - First observed
create_ik_retargeter - First observed
create_ik_rig - First observed
create_input_action - First observed
create_input_mapping_context - First observed
create_lake_water_body - First observed
create_landscape - First observed
create_landscape_grass_type - First observed
create_landscape_layer_info - First observed
create_level_instance - First observed
create_level_sequence - First observed
create_mass_entity_config - First observed
create_mass_spawner_actor - First observed
create_material - First observed
create_material_expression - First observed
create_material_function - First observed
create_material_function_expression - First observed
create_material_function_instance - First observed
create_material_instance - First observed
create_material_instance_constant - First observed
create_material_instance_dynamic - First observed
create_material_layer - First observed
create_material_layer_blend - First observed
create_material_parameter_collection - First observed
create_material_parameter_collection_instance - First observed
create_material_variant - First observed
create_media_player - First observed
create_media_texture - First observed
create_metasound_preset - First observed
create_metasound_source - First observed
create_modulation_generator - First observed
create_modulation_generator_lfo - First observed
create_modulation_parameter - First observed
create_niagara_system - First observed
create_ocean_water_body - First observed
create_pcg_graph - First observed
create_physical_material - First observed
create_physics_asset - First observed
create_player_controller_class_bp - First observed
create_player_state_class_bp - First observed
create_pose_asset - First observed
create_pose_asset_from_anim_sequence - First observed
create_pose_search_database - First observed
create_pose_search_schema - First observed
create_post_process_material - First observed
create_procedural_box_mesh - First observed
create_procedural_grid_mesh - First observed
create_procedural_mesh_component - First observed
create_project_overview - First observed
create_render_job - First observed
create_render_target_2d - First observed
create_render_target_2d_array - First observed
create_render_target_cube - First observed
create_retarget_pose - First observed
create_river_water_body - First observed
create_rvt_asset - First observed
create_rvt_volume - First observed
create_save_game - First observed
create_skeletal_mesh_morph_target - First observed
create_smart_object_definition - First observed
create_sound_attenuation - First observed
create_sound_class - First observed
create_sound_concurrency - First observed
create_sound_cue - First observed
create_sound_mix - First observed
create_sound_modulation_patch - First observed
create_sound_source_bus - First observed
create_sound_submix - First observed
create_soundfield_submix - First observed
create_state_tree - First observed
create_static_texture_from_render_target - First observed
create_string_table - First observed
create_struct - First observed
create_substrate_slab_node - First observed
create_subsurface_profile - First observed
create_subsystem_class_bp - First observed
create_subtitles_asset - First observed
create_texture_2d_array - First observed
create_texture_2d_from_data - First observed
create_trigger - First observed
create_usd_attribute - First observed
create_usd_stage - First observed
create_usd_stage_actor - First observed
create_volume - First observed
create_water_body_exclusion_volume - First observed
create_water_zone - First observed
create_widget - First observed
create_widget_blueprint - First observed
create_world_partition_map - First observed
deactivate_external_subsystem - First observed
deactivate_game_feature_plugin - First observed
define_usd_prim - First observed
delete_actor - First observed
delete_asset - First observed
delete_bp_variable - First observed
delete_chooser_table - First observed
delete_collection - First observed
delete_curve_table_row - First observed
delete_data_table_row - First observed
delete_directory - First observed
delete_level_sequence - First observed
delete_material_expression - First observed
delete_material_function - First observed
delete_material_function_input - First observed
delete_material_function_output - First observed
delete_meta_sound - First observed
delete_montage_section - First observed
delete_node - First observed
delete_render_job - First observed
delete_save_game - First observed
delete_selected_triangles_from_mesh - First observed
delete_state_tree - First observed
delete_triangle_from_mesh - First observed
deselect_actors - First observed
despawn_mass_entities - First observed
destroy_all_mass_entities - First observed
destroy_mass_entity - First observed
detach_actor - First observed
detect_substrate_enabled - First observed
diagnose_navmesh - First observed
diff_blueprint_components - First observed
diff_blueprint_graphs - First observed
diff_blueprints - First observed
diff_collision_channels - First observed
diff_content_trees - First observed
diff_data_tables - First observed
diff_material_instances - First observed
diff_object_snapshots - First observed
diff_project_config - First observed
disable_plugin - First observed
disconnect_anim_graph_pins - First observed
disconnect_ik_goal_from_solver - First observed
disconnect_material_expressions - First observed
disconnect_metasound_node_from_graph_output - First observed
disconnect_metasound_nodes - First observed
disconnect_pcg_nodes - First observed
disconnect_pin - First observed
disconnect_sound_cue_nodes - First observed
disconnect_to_material_output - First observed
discover_input_types - First observed
does_save_game_exist - First observed
draw_line_to_render_target - First observed
draw_material_to_render_target - First observed
draw_material_to_render_target_region - First observed
draw_text_to_render_target - First observed
draw_texture_to_render_target - First observed
dump_collision_channels - First observed
duplicate_actor - First observed
duplicate_anim_sequence - First observed
duplicate_asset - First observed
duplicate_directory - First observed
duplicate_keyframe - First observed
duplicate_material_expression - First observed
duplicate_mpc - First observed
duplicate_niagara_emitter_handle - First observed
duplicate_niagara_module_in_stack - First observed
duplicate_widget - First observed
edit_anim_notify - First observed
edit_blendspace_sample - First observed
edit_level_instance - First observed
editor_status - First observed
enable_plugin - First observed
end_behavior_on_actor - First observed
end_transaction - First observed
evaluate_chooser_table - First observed
evaluate_chooser_table_multi - First observed
evaluate_curve_at_time - First observed
evaluate_pose_search_query - First observed
execute_console_command - First observed
execute_python - First observed
execute_python_file - First observed
export_asset_as_text - First observed
export_asset_data - First observed
export_assets - First observed
export_blueprint_data - First observed
export_data_table_as_csv - First observed
export_data_table_as_json - First observed
export_landscape_heightmap - First observed
export_level_section - First observed
export_render_target - First observed
find_actors_by_name - First observed
find_blueprint_assets_by_class - First observed
find_blueprint_node_references - First observed
find_classes_implementing_interface - First observed
find_duplicate_assets - First observed
find_erroring_blueprints - First observed
find_free_input_key - First observed
find_gameplay_tag - First observed
find_nearest_point_on_mesh - First observed
find_nearest_ray_intersection_with_mesh - First observed
find_smart_objects - First observed
find_unused_assets - First observed
fire_mass_signal - First observed
fixup_redirectors - First observed
flatten_landscape_in_box - First observed
flatten_usd_stage - First observed
flush_async_loading - First observed
flush_net_dormancy - First observed
focus_viewport - First observed
foliage_type_exists - First observed
force_net_update - First observed
fork_class_chain - First observed
fracture_geometry_collection - First observed
frame_timing - First observed
gather_text_for_target - First observed
generate_asset_report - First observed
generate_asset_thumbnail - First observed
generate_blueprint_docs - First observed
generate_mesh_uvs - First observed
generate_pcg_component - First observed
get_ability_activation_info - First observed
get_ability_info - First observed
get_ability_system_component - First observed
get_ability_tasks - First observed
get_absolute_transform - First observed
get_action_mappings - First observed
get_active_abilities - First observed
get_active_culture - First observed
get_active_effects - First observed
get_active_montages - First observed
get_actor_blueprint - First observed
get_actor_bounds - First observed
get_actor_components - First observed
get_actor_folder - First observed
get_actor_label - First observed
get_actor_lock_location - First observed
get_actor_material_info - First observed
get_actor_net_cull_distance - First observed
get_actor_net_update_frequency - First observed
get_actor_properties_by_class - First observed
get_actor_references - First observed
get_actor_replication_info - First observed
get_actor_team - First observed
get_actors_by_class - First observed
get_actors_in_level - First observed
get_actors_in_radius - First observed
get_actors_in_trigger - First observed
get_ai_perceived_actors - First observed
get_ai_perception_senses - First observed
get_all_gameplay_tags - First observed
get_all_primary_asset_types - First observed
get_allow_cinematic_control - First observed
get_anim_asset_info - First observed
get_anim_blueprint_info - First observed
get_anim_curve_data - First observed
get_anim_curve_names - First observed
get_anim_graph_node_properties - First observed
get_anim_notifies - First observed
get_anim_sequence_info - First observed
get_anim_state_machine_info - First observed
get_animation_blueprint_info - First observed
get_asset_bundle_data - First observed
get_asset_bundle_entry - First observed
get_asset_by_name - First observed
get_asset_compression - First observed
get_asset_dependencies - First observed
get_asset_dependencies_recursive - First observed
get_asset_dependents - First observed
get_asset_disk_size - First observed
get_asset_file_size - First observed
get_asset_import_data - First observed
get_asset_last_modified - First observed
get_asset_lod_settings - First observed
get_asset_memory_usage - First observed
get_asset_metadata - First observed
get_asset_metadata_tags - First observed
get_asset_referencers - First observed
get_asset_streaming_config - First observed
get_asset_thumbnail - First observed
get_assets_by_names - First observed
get_assets_by_tag - First observed
get_assets_by_type - First observed
get_assets_in_folder - First observed
get_assets_metadata_batch - First observed
get_attribute_meta_on_set_class - First observed
get_attribute_value - First observed
get_attributes - First observed
get_audio_bus - First observed
get_audio_component_properties - First observed
get_audio_section_properties - First observed
get_audio_settings - First observed
get_automation_test_results - First observed
get_available_keys - First observed
get_available_materials - First observed
get_axis_mappings - First observed
get_behavior_config_info - First observed
get_behavior_subsystem_info - First observed
get_behavior_tree_info - First observed
get_behavior_tree_status - First observed
get_binding_tracks - First observed
get_blackboard_component - First observed
get_blackboard_data - First observed
get_blackboard_keys - First observed
get_blackboard_keys_asset - First observed
get_blackboard_value - First observed
get_blendspace_samples - First observed
get_blueprint_children - First observed
get_blueprint_component_object_path - First observed
get_blueprint_component_overrides - First observed
get_blueprint_component_property - First observed
get_blueprint_components - First observed
get_blueprint_components_list - First observed
get_blueprint_debug_info - First observed
get_blueprint_exec_path - First observed
get_blueprint_functions - First observed
get_blueprint_functions_list - First observed
get_blueprint_info - First observed
get_blueprint_material_info - First observed
get_blueprint_parent - First observed
get_blueprint_scs_tree - First observed
get_blueprint_variable_detailed_info - First observed
get_blueprint_variables - First observed
get_blueprint_variables_list - First observed
get_bone_transform - First observed
get_camera_asset_info - First observed
get_camera_fov - First observed
get_camera_post_process - First observed
get_camera_rig_nodes - First observed
get_camera_transform - First observed
get_cameras - First observed
get_channel_keyframes - First observed
get_chooser_column_values - First observed
get_chooser_row_values - First observed
get_cine_camera_settings - First observed
get_class_functions - First observed
get_class_hierarchy - First observed
get_class_properties - First observed
get_collection_assets - First observed
get_collection_info - First observed
get_collection_param_info - First observed
get_collections - First observed
get_collision_info - First observed
get_collision_profile - First observed
get_compile_errors - First observed
get_component_events - First observed
get_component_properties - First observed
get_component_state_tree_path - First observed
get_condition_info - First observed
get_condition_property - First observed
get_consideration_info - First observed
get_consideration_property - First observed
get_control_bus_mix_info - First observed
get_culture_info - First observed
get_current_level - First observed
get_curve_keys - First observed
get_curve_table_info - First observed
get_cvar - First observed
get_data_asset_info - First observed
get_data_layer_asset_info - First observed
get_data_layer_assets - First observed
get_data_layer_instances - First observed
get_data_registry_info - First observed
get_data_registry_item - First observed
get_data_registry_source_count - First observed
get_data_table_column - First observed
get_data_table_info - First observed
get_data_table_row - First observed
get_data_table_row_as_json - First observed
get_data_table_rows - First observed
get_decal_info - First observed
get_dedicated_server_status - First observed
get_default_game_map - First observed
get_directional_light_cascade_settings - First observed
get_dynamic_mesh_info - First observed
get_engine_info - First observed
get_engine_ini_value - First observed
get_engine_settings - First observed
get_engine_stats - First observed
get_enum_info - First observed
get_eqs_query_info - First observed
get_evaluator_info - First observed
get_evaluator_property - First observed
get_event_dispatchers - First observed
get_exponential_height_fog_properties - First observed
get_field_system_info - First observed
get_foliage_in_radius - First observed
get_foliage_instance_count - First observed
get_foliage_type_properties - First observed
get_foliage_types - First observed
get_fps_info - First observed
get_frame_count - First observed
get_function_info - First observed
get_function_pins - First observed
get_game_feature_plugin_state - First observed
get_game_instance_info - First observed
get_game_mode_info - First observed
get_gameplay_cue_notify_info - First observed
get_gameplay_effect_components - First observed
get_gameplay_effect_info - First observed
get_gameplay_effect_modifiers - First observed
get_gameplay_tag_info - First observed
get_gameplay_tag_redirects - First observed
get_gameplay_tag_source - First observed
get_gameplay_tag_table_rows - First observed
get_gameplay_tags_manager - First observed
get_gc_hierarchy_info - First observed
get_geometry_collection_info - First observed
get_graph_nodes - First observed
get_hlod_layer_actors - First observed
get_hlod_layer_info - First observed
get_hlod_layers - First observed
get_ik_bone_settings - First observed
get_ik_goal_settings - First observed
get_ik_retarget_chain_details - First observed
get_ik_retargeter_info - First observed
get_ik_rig_info - First observed
get_ik_solver_bones - First observed
get_ik_solver_details - First observed
get_ik_solver_settings - First observed
get_input_action - First observed
get_input_action_state - First observed
get_input_mapping_context - First observed
get_input_settings - First observed
get_is_dense_mesh - First observed
get_ism_instance_info - First observed
get_landscape_grass_type_properties - First observed
get_landscape_height_at - First observed
get_landscape_info - First observed
get_landscape_layers - First observed
get_landscape_material - First observed
get_landscape_nanite_status - First observed
get_landscape_spline_control_point - First observed
get_landscape_splines - First observed
get_level_blueprint - First observed
get_level_instance_info - First observed
get_level_sequence_status_runtime - First observed
get_level_sequences - First observed
get_light_properties - First observed
get_lighting_in_area - First observed
get_lighting_quality - First observed
get_marked_frames - First observed
get_mass_config_parent - First observed
get_mass_entity_info - First observed
get_mass_spawner_count - First observed
get_mass_spawner_entity_types - First observed
get_mass_spawner_info - First observed
get_mass_trait_property - First observed
get_material_all_parameters - First observed
get_material_default_parameter - First observed
get_material_expressions - First observed
get_material_function_graph - First observed
get_material_function_inputs - First observed
get_material_graph_info - First observed
get_material_instance_base_overrides - First observed
get_material_instance_param_overridden - First observed
get_material_instance_params - First observed
get_material_instance_parent - First observed
get_material_instance_static_component_mask - First observed
get_material_instance_static_switch - First observed
get_material_layer_info - First observed
get_material_layer_parameter - First observed
get_material_layer_stack - First observed
get_material_param_info - First observed
get_material_physical_material - First observed
get_material_static_switch_parameters - First observed
get_material_stats - First observed
get_material_usage - First observed
get_material_usage_flag - First observed
get_media_info - First observed
get_memory_usage - First observed
get_mesh_bounding_box - First observed
get_mesh_components_detail - First observed
get_mesh_connected_components - First observed
get_mesh_has_attribute_set - First observed
get_mesh_is_closed - First observed
get_mesh_material_ids - First observed
get_mesh_open_border_loops - First observed
get_mesh_selection_bounds - First observed
get_mesh_triangle_count - First observed
get_mesh_uv_area - First observed
get_mesh_uv_channel_count - First observed
get_mesh_vertex_count - First observed
get_mesh_volume_area - First observed
get_mesh_volume_area_center - First observed
get_message_log_entries - First observed
get_meta_sound_node_info - First observed
get_meta_sound_node_input_default - First observed
get_meta_sound_node_property - First observed
get_metasound_graph_info - First observed
get_metasound_info - First observed
get_metasound_preset_parameters - First observed
get_mid_all_params - First observed
get_modulation_generator_info - First observed
get_modulation_info - First observed
get_modulation_parameter_info - First observed
get_montage_info - First observed
get_morph_target_deltas - First observed
get_mpci_info - First observed
get_navigation_data - First observed
get_navigation_info - First observed
get_near_clip_plane - First observed
get_net_priority - First observed
get_net_role - First observed
get_network_info - First observed
get_network_settings - First observed
get_niagara_component_matrix - First observed
get_niagara_data_interface_info - First observed
get_niagara_data_interfaces - First observed
get_niagara_effect_type - First observed
get_niagara_emitter_data_interfaces - First observed
get_niagara_emitter_handle_info - First observed
get_niagara_emitter_handles - First observed
get_niagara_emitter_renderers - First observed
get_niagara_emitter_runtime_summary - First observed
get_niagara_emitter_sim_target - First observed
get_niagara_event_handlers - First observed
get_niagara_module_info - First observed
get_niagara_module_input - First observed
get_niagara_module_stack - First observed
get_niagara_renderer_info - First observed
get_niagara_scalability_settings - First observed
get_niagara_simulation_stages - First observed
get_niagara_system_info - First observed
get_niagara_system_properties - First observed
get_niagara_system_warmup_time - First observed
get_niagara_user_parameter - First observed
get_node_pin_info - First observed
get_notify_track_names - First observed
get_num_connected_islands - First observed
get_num_extended_polygroup_layers - First observed
get_num_open_border_edges - First observed
get_num_uv_islands - First observed
get_object_class - First observed
get_object_tags - First observed
get_output_log_lines - First observed
get_package_build_status - First observed
get_package_info - First observed
get_pcg_component_info - First observed
get_pcg_generated_data - First observed
get_pcg_graph_info - First observed
get_pcg_graph_parameters - First observed
get_pcg_node_properties - First observed
get_physics_asset_info - First observed
get_physics_constraint_info - First observed
get_physics_settings - First observed
get_pie_focused_widget - First observed
get_player_input - First observed
get_plugin_status - First observed
get_pose_search_runtime_state - First observed
get_post_process_settings - First observed
get_post_process_volume_settings - First observed
get_primary_asset_cook_rules - First observed
get_primary_asset_id - First observed
get_primary_asset_id_from_path - First observed
get_primary_asset_ids_by_type - First observed
get_primary_asset_type_info - First observed
get_primary_asset_types - First observed
get_procedural_mesh_info - First observed
get_procedural_mesh_section_data - First observed
get_procedural_mesh_section_visible - First observed
get_project_info - First observed
get_project_settings_value - First observed
get_properties - First observed
get_property_access_path - First observed
get_property_value - First observed
get_python_status - First observed
get_recast_navmesh_settings - First observed
get_reference_path - First observed
get_reflection_capture_properties - First observed
get_render_queue - First observed
get_render_target_2d_array_info - First observed
get_render_target_cube_info - First observed
get_render_target_info - First observed
get_rendering_settings - First observed
get_replication_info - First observed
get_retarget_poses - First observed
get_retargeter_op_info - First observed
get_rig_control_value - First observed
get_rig_hierarchy - First observed
get_rigvm_graph - First observed
get_river_spline_points - First observed
get_rvt_info - First observed
get_save_game_info - First observed
get_save_game_slot_info - First observed
get_scalability_levels - First observed
get_scene_bounds - First observed
get_scene_capture_2d_properties - First observed
get_section_info - First observed
get_selected_actors - First observed
get_sequence_bindings - First observed
get_sequence_duration - First observed
get_sequence_folders - First observed
get_sequence_frame_rate - First observed
get_sequence_master_tracks - First observed
get_sequence_possessables - First observed
get_sequence_spawnables - First observed
get_sequence_track_count - First observed
get_sequence_tracks - First observed
get_shader_info - First observed
get_skeletal_mesh_info - First observed
get_skeletal_mesh_lod_info - First observed
get_skeletal_mesh_material_slots - First observed
get_skeletal_mesh_morph_targets - First observed
get_skeletal_mesh_section_info - First observed
get_skeleton_asset_info - First observed
get_skeleton_info - First observed
get_sky_atmosphere_properties - First observed
get_sky_light_properties - First observed
get_smart_object_component_definition - First observed
get_smart_object_definition_summary - First observed
get_smart_object_info - First observed
get_smart_object_slot_entrance_annotations - First observed
get_smart_object_slots_detail - First observed
get_sound_attenuation_properties - First observed
get_sound_class_hierarchy - First observed
get_sound_class_properties - First observed
get_sound_concurrency_properties - First observed
get_sound_cue_graph - First observed
get_sound_modulation_patch_info - First observed
get_sound_source_bus - First observed
get_sound_wave_properties - First observed
get_soundfield_submix_info - First observed
get_source_control_status - First observed
get_spline_points - First observed
get_state_theme_colors - First observed
get_state_tree_info - First observed
get_static_mesh_info - First observed
get_static_mesh_lightmap - First observed
get_static_mesh_sections - First observed
get_static_mesh_sockets - First observed
get_streaming_levels - First observed
get_string_table_entries - First observed
get_string_table_metadata - First observed
get_struct_info - First observed
get_struct_members - First observed
get_submix_effect_chain - First observed
get_subsystem_class_info - First observed
get_subsystem_instance - First observed
get_task_info - First observed
get_task_property - First observed
get_texture_array_info - First observed
get_texture_info - First observed
get_timeline_info - First observed
get_trace_status - First observed
get_transaction_history - First observed
get_trigger_events - First observed
get_trigger_info - First observed
get_trigger_overlap_count - First observed
get_undo_state - First observed
get_usd_attribute_time_samples - First observed
get_usd_attribute_value - First observed
get_usd_generated_assets - First observed
get_usd_generated_component - First observed
get_usd_layer_info - First observed
get_usd_prim_info - First observed
get_usd_prim_metadata - First observed
get_usd_stage_actor_info - First observed
get_usd_stage_info - First observed
get_usd_variant_set_info - First observed
get_uv_health_report - First observed
get_view_type - First observed
get_viewport_exposure - First observed
get_viewport_fov - First observed
get_viewport_state - First observed
get_volume_info - First observed
get_volumetric_cloud_properties - First observed
get_water_body_gerstner_wave_detail - First observed
get_water_body_info - First observed
get_water_body_wave_info - First observed
get_water_zone_info - First observed
get_widget_animations - First observed
get_widget_blueprint_tree - First observed
get_widget_hierarchy - First observed
get_widget_properties - First observed
get_world_net_mode - First observed
get_world_partition_info - First observed
get_world_partition_runtime_hash - First observed
get_world_settings - First observed
get_world_settings_detail - First observed
grant_ability - First observed
has_all_gameplay_tags - First observed
has_any_gameplay_tags - First observed
has_foliage_instances - First observed
has_none_gameplay_tags - First observed
has_tag - First observed
high_res_screenshot - First observed
implement_interface - First observed
implement_interface_function - First observed
import_asset - First observed
import_data_table_csv - First observed
import_font_file - First observed
import_landscape_heightmap - First observed
import_sound_file - First observed
import_texture_file - First observed
ingest_external_uassets - First observed
initialize_data_registry - First observed
inject_analog_input - First observed
inject_key_input - First observed
inject_mouse_button - First observed
insert_usd_sublayer - First observed
inspect_chooser_table - First observed
inspect_material_instance_constant - First observed
inspect_motion_warping_component - First observed
inspect_object - First observed
inspect_pose_search_database - First observed
inspect_pose_search_schema - First observed
inspect_subsystem_instance - First observed
interchange_can_reset_actor - First observed
interchange_can_reset_world - First observed
interchange_can_translate_source_data - First observed
interchange_create_pipeline_asset - First observed
interchange_get_asset_import_data - First observed
interchange_get_node_container - First observed
interchange_get_pipeline_properties - First observed
interchange_get_pipelines - First observed
interchange_get_project_settings - First observed
interchange_get_supported_formats - First observed
interchange_import_asset - First observed
interchange_module_status - First observed
interchange_register_factory - First observed
interchange_register_translator - First observed
interchange_reimport_asset - First observed
interchange_reset_actors - First observed
interchange_reset_level_asset - First observed
interchange_reset_scene_import_asset - First observed
interchange_save_pipeline - First observed
interchange_set_pipeline_properties - First observed
interchange_set_pipeline_stack_default - First observed
interchange_set_pipelines - First observed
is_bvh_valid_for_mesh - First observed
is_play_in_editor_active - First observed
is_point_inside_mesh - First observed
is_skeleton_shared - First observed
is_subsystem_class_active - First observed
isolate_usd_layer - First observed
launch_dedicated_server - First observed
link_media_texture_to_player - First observed
link_montage_sections - First observed
lint_blueprint_graph - First observed
list_active_regions - First observed
list_all_input_mappings - First observed
list_anim_state_machines - First observed
list_assets_modified_since - First observed
list_automation_tests - First observed
list_behavior_configs - First observed
list_camera_node_types - First observed
list_chooser_tables - First observed
list_collision_channels - First observed
list_condition_types - First observed
list_conditions - First observed
list_considerations - First observed
list_cvars - First observed
list_cvars_with_prefix - First observed
list_data_registry_sources - First observed
list_data_registry_types - First observed
list_derived_classes - First observed
list_dirty_packages - First observed
list_editor_utility_widgets - First observed
list_engine_ini_sections - First observed
list_enums - First observed
list_eqs_context_types - First observed
list_eqs_generator_types - First observed
list_eqs_test_types - First observed
list_evaluator_types - First observed
list_evaluators - First observed
list_game_feature_plugins - First observed
list_geometry_collection_bones - First observed
list_global_tasks - First observed
list_input_modifier_types - First observed
list_input_trigger_types - First observed
list_input_triggers - First observed
list_instance_overrides - First observed
list_level_widget_components - First observed
list_local_player_subsystems - First observed
list_localization_targets - First observed
list_mass_archetypes - First observed
list_mass_signals - First observed
list_mass_trait_types - First observed
list_mass_traits - First observed
list_meta_sound_node_types - First observed
list_meta_sound_nodes - First observed
list_meta_sound_references - First observed
list_meta_sounds - First observed
list_modules - First observed
list_niagara_data_interface_classes - First observed
list_niagara_modules - First observed
list_niagara_renderer_classes - First observed
list_niagara_simulation_stages - First observed
list_object_properties - First observed
list_objects_of_class - First observed
list_orphaned_ofpa_actors - First observed
list_overridable_functions - First observed
list_pcg_node_types - First observed
list_project_setting_sections - First observed
list_replicated_actors - First observed
list_save_games - First observed
list_scripted_action_utilities - First observed
list_state_trees - First observed
list_states - First observed
list_structs - First observed
list_subsystem_classes - First observed
list_subsystem_instances - First observed
list_subtitle_cues - First observed
list_task_types - First observed
list_tasks - First observed
list_traces - First observed
list_transitions - First observed
list_tree_bindings - First observed
list_tree_parameters - First observed
list_usd_file_formats - First observed
list_usd_prim_attributes - First observed
list_usd_prims - First observed
list_usd_stage_layers - First observed
list_usd_stages - First observed
list_usd_variant_sets - First observed
list_uv_channels - First observed
list_validators - First observed
list_warp_targets_on_component - First observed
list_widget_bound_events - First observed
list_widget_property_bindings - First observed
list_widget_types - First observed
list_world_partition_actors - First observed
load_game - First observed
load_game_async - First observed
load_game_from_memory - First observed
load_level - First observed
load_world_partition_region - First observed
map_input_action - First observed
metasound_add_interface - First observed
metasound_add_node_by_classname - First observed
metasound_connect_node_to_graph_output - First observed
metasound_set_input_default - First observed
metasound_set_node_input_default - First observed
migrate_assets - First observed
move_actors_to_level - First observed
move_asset - First observed
move_ik_solver_in_stack - First observed
move_keyframe - First observed
move_niagara_simulation_stage - First observed
move_node - First observed
move_track_to_folder - First observed
mute_usd_layer - First observed
new_level - First observed
open_message_log - First observed
open_usd_stage - First observed
overlap_scene - First observed
override_interface_member - First observed
override_usd_prim - First observed
pack_level_actors - First observed
paint_landscape_layer - First observed
paste_actors - First observed
pause_behavior_tree - First observed
pause_level_sequence_runtime - First observed
pause_timeline - First observed
place_actor_on_terrain - First observed
place_player_start - First observed
plane_cut_fracture - First observed
play_animation - First observed
play_level_sequence_runtime - First observed
play_sound - First observed
play_sound_at_location - First observed
play_timeline - First observed
play_widget_animation - First observed
poll_delegate_events - First observed
poll_gameplay_tag_events - First observed
pop_common_ui_widget - First observed
possess_pawn - First observed
print_to_output_log - First observed
profile_blueprint_execution - First observed
push_common_ui_widget - First observed
query_gameplay_tags - First observed
query_mass_entities - First observed
raycast_scene - First observed
read_data_table_row_complex - First observed
read_datatable_from_package_file - First observed
read_mcp_audit_file - First observed
read_pie_widgets - First observed
rebuild_mesh_bvh - First observed
rebuild_navigation - First observed
recombine_blueprint_pin - First observed
recompile_material_function - First observed
recompute_mesh_normals - First observed
recompute_mesh_uvs - First observed
reconcile_function_signature - First observed
redo - First observed
redo_multiple - First observed
refresh_anim_montage_cache - First observed
refresh_data_registry_map - First observed
regenerate_collection_param_id - First observed
region_end - First observed
region_start - First observed
register_gameplay_debugger_category - First observed
register_gameplay_tag_event - First observed
register_input_key_mapping - First observed
register_smart_object_actor - First observed
register_spawn_point - First observed
reimport_anim_sequence - First observed
reimport_asset - First observed
release_smart_object - First observed
reload_asset_package - First observed
remap_material_ids - First observed
remove_ability - First observed
remove_actor_from_data_layer_instance - First observed
remove_all_foliage_for_type - First observed
remove_anim_blueprint - First observed
remove_anim_bone_track - First observed
remove_anim_composite - First observed
remove_anim_composite_segment - First observed
remove_anim_conduit - First observed
remove_anim_curve - First observed
remove_anim_curve_name - First observed
remove_anim_montage - First observed
remove_anim_notify - First observed
remove_anim_sequence - First observed
remove_anim_slot_group - First observed
remove_anim_state - First observed
remove_anim_sync_marker - First observed
remove_anim_transition - First observed
remove_animation_asset_from_pose_search_database - First observed
remove_asset_from_collection - First observed
remove_behavior_config - First observed
remove_blackboard_key - First observed
remove_blend_profile - First observed
remove_blend_space - First observed
remove_blendspace_1d - First observed
remove_blendspace_sample - First observed
remove_blueprint_breakpoint - First observed
remove_blueprint_component_node - First observed
remove_blueprint_function - First observed
remove_bone - First observed
remove_bt_composite_child - First observed
remove_bt_decorator - First observed
remove_bt_service - First observed
remove_bt_task_child - First observed
remove_bus_from_mix - First observed
remove_chooser_column - First observed
remove_chooser_row - First observed
remove_collection_param - First observed
remove_component_from_actor - First observed
remove_component_from_blueprint - First observed
remove_consideration - First observed
remove_curve_key - First observed
remove_curve_table_key - First observed
remove_data_layer_instance - First observed
remove_data_registry_source - First observed
remove_dynamic_mesh_actor - First observed
remove_enum_entry - First observed
remove_eqs_generator - First observed
remove_eqs_option - First observed
remove_eqs_test - First observed
remove_evaluator - First observed
remove_event_dispatcher - First observed
remove_field_node - First observed
remove_foliage_in_radius - First observed
remove_gameplay_effect - First observed
remove_gameplay_effect_component - First observed
remove_gameplay_effect_modifier - First observed
remove_gameplay_tag - First observed
remove_gameplay_tag_from_table - First observed
remove_gameplay_tag_redirect - First observed
remove_geometry_collection_source - First observed
remove_hlod_layer - First observed
remove_ik_goal - First observed
remove_ik_retarget_chain - First observed
remove_ik_solver - First observed
remove_input_modifier - First observed
remove_input_trigger - First observed
remove_interface - First observed
remove_ism_instance - First observed
remove_keyframe - First observed
remove_landscape_layer - First observed
remove_landscape_spline_control_point - First observed
remove_landscape_spline_segment - First observed
remove_mapping_from_context - First observed
remove_marked_frame - First observed
remove_mass_trait - First observed
remove_mass_trait_from_entity - First observed
remove_metasound_graph_input - First observed
remove_metasound_graph_output - First observed
remove_metasound_node - First observed
remove_modulation_input_from_patch - First observed
remove_montage_notify - First observed
remove_montage_slot - First observed
remove_motion_warping_component - First observed
remove_niagara_data_interface - First observed
remove_niagara_emitter_handle - First observed
remove_niagara_event_handler - First observed
remove_niagara_module_from_stack - First observed
remove_niagara_renderer - First observed
remove_niagara_simulation_stage - First observed
remove_notify_track - First observed
remove_orphaned_ofpa_actors - First observed
remove_pcg_node - First observed
remove_physics_asset_constraint - First observed
remove_pose_asset - First observed
remove_pose_curve - First observed
remove_pose_from_pose_asset - First observed
remove_pose_search_channel_from_schema - First observed
remove_pose_search_database - First observed
remove_pose_search_roled_skeleton - First observed
remove_pose_search_schema - First observed
remove_primary_asset_rule - First observed
remove_procedural_mesh_component - First observed
remove_render_target_2d - First observed
remove_render_target_2d_array - First observed
remove_render_target_cube - First observed
remove_retarget_pose - First observed
remove_retargeter_op - First observed
remove_rig_element - First observed
remove_rigvm_node - First observed
remove_rvt_asset - First observed
remove_section - First observed
remove_sequence_binding - First observed
remove_sequence_folder - First observed
remove_sequence_track - First observed
remove_skeletal_mesh_lod - First observed
remove_skeletal_mesh_morph_target - First observed
remove_skeletal_mesh_socket - First observed
remove_smart_object_definition_default_behavior - First observed
remove_smart_object_slot - First observed
remove_smart_object_slot_behavior_definition - First observed
remove_smart_object_slot_entrance_annotation - First observed
remove_socket_from_skeleton_asset - First observed
remove_soundfield_effect - First observed
remove_state - First observed
remove_state_enter_condition - First observed
remove_state_tree_global_task - First observed
remove_static_mesh_collision - First observed
remove_static_mesh_socket - First observed
remove_static_texture_from_render_target - First observed
remove_streaming_level - First observed
remove_string_table_entry - First observed
remove_string_table_metadata - First observed
remove_struct_member - First observed
remove_subsystem_class_bp - First observed
remove_subtitle_cue - First observed
remove_subtitles_asset - First observed
remove_tag_from_object - First observed
remove_task - First observed
remove_texture_2d_array - First observed
remove_transition - First observed
remove_transition_condition - First observed
remove_tree_binding - First observed
remove_tree_parameter - First observed
remove_trigger_box - First observed
remove_trigger_sphere - First observed
remove_undo_barrier - First observed
remove_unused_variables - First observed
remove_unused_vertices - First observed
remove_usd_attribute - First observed
remove_usd_prim - First observed
remove_usd_prim_schema - First observed
remove_usd_sublayer - First observed
remove_viewmodel - First observed
remove_virtual_bone - First observed
remove_volume - First observed
remove_warp_target - First observed
remove_water_body_from_zone - First observed
remove_widget - First observed
remove_widget_animation - First observed
remove_widget_property_binding - First observed
rename_anim_curve - First observed
rename_asset - First observed
rename_bone - First observed
rename_bp_variable - First observed
rename_collection_param - First observed
rename_curve_table_row - First observed
rename_data_table_row - First observed
rename_enum_entry - First observed
rename_function_parameter - First observed
rename_ik_retarget_chain - First observed
rename_montage_section - First observed
rename_niagara_emitter_handle - First observed
rename_pose_in_pose_asset - First observed
rename_rig_element - First observed
rename_skeletal_mesh_morph_target - First observed
rename_skeletal_mesh_socket - First observed
rename_static_mesh_socket - First observed
rename_struct_member - First observed
rename_widget - First observed
render_sequence_to_movie - First observed
render_widget_preview - First observed
reorder_enum_entry - First observed
reorder_niagara_modules - First observed
reorder_widget_child - First observed
repack_mesh_uvs - First observed
repair_mesh_self_intersections - First observed
reparent_blueprint - First observed
reparent_blueprint_safe - First observed
reparent_widget - First observed
rerun_construction_scripts - First observed
reset_game_mode_override - First observed
reset_transaction_buffer - First observed
resolve_asset_by_name - First observed
restart_behavior_tree - First observed
restore_actor_state - First observed
resume_behavior_tree - First observed
rotate_dynamic_mesh - First observed
rotate_mesh_uvs - First observed
run_asset_action_utility - First observed
run_automation_test - First observed
run_behavior_tree - First observed
run_editor_utility_widget - First observed
run_eqs_query - First observed
run_external_project_script - First observed
run_functional_test_in_pie - First observed
run_map_check - First observed
run_smoke_tests - First observed
save_asset - First observed
save_game - First observed
save_game_async - First observed
save_game_to_memory - First observed
save_level - First observed
save_usd_stage - First observed
scaffold_aim_offset_blend_space - First observed
scaffold_blend_space_2d - First observed
scaffold_locomotion_animbp - First observed
scaffold_menu_screen - First observed
scale_anim_curve - First observed
scale_dynamic_mesh - First observed
scale_mesh_uvs - First observed
scan_primary_assets - First observed
scan_uasset_refs - First observed
scatter_foliage_in_box - First observed
scatter_foliage_on_layer - First observed
search_assets_by_pattern - First observed
search_cvars - First observed
select_actors - First observed
select_mesh_triangles - First observed
send_gameplay_event_to_actor - First observed
serialize_actor_state - First observed
set_ability_cooldown - First observed
set_ability_cost - First observed
set_absolute_transform - First observed
set_active_culture - First observed
set_actor_component_collision - First observed
set_actor_folder - First observed
set_actor_label - First observed
set_actor_lifetime - First observed
set_actor_lock_location - First observed
set_actor_material - First observed
set_actor_net_cull_distance - First observed
set_actor_net_dormancy - First observed
set_actor_net_update_frequency - First observed
set_actor_physical_material - First observed
set_actor_replicate_movement - First observed
set_actor_replicates - First observed
set_actor_spatially_loaded - First observed
set_actor_team - First observed
set_actor_transform - First observed
set_allow_cinematic_control - First observed
set_anim_additive_settings - First observed
set_anim_bone_track_keys - First observed
set_anim_curve_color - First observed
set_anim_curve_comment - First observed
set_anim_curve_interp_mode - First observed
set_anim_curve_keys - First observed
set_anim_frame_rate - First observed
set_anim_graph_node_pin_binding - First observed
set_anim_graph_node_property - First observed
set_anim_montage_preview_mesh - First observed
set_anim_montage_rate_scale - First observed
set_anim_montage_skeleton - First observed
set_anim_number_of_frames - First observed
set_anim_retarget_source - First observed
set_anim_root_motion - First observed
set_anim_transition_rule_automatic - First observed
set_anim_transition_rule_from_bool - First observed
set_anim_transition_rule_from_comparison - First observed
set_animation_speed - First observed
set_asset_compression - First observed
set_asset_lod_settings - First observed
set_asset_metadata_tag - First observed
set_attach_section_rules - First observed
set_attribute_base_value - First observed
set_attribute_meta_on_set_class - First observed
set_audio_bus_channels - First observed
set_audio_section_properties - First observed
set_audio_section_start_offset - First observed
set_audio_sound - First observed
set_audio_track_pitch - First observed
set_audio_track_volume - First observed
set_audio_volume - First observed
set_behavior_class - First observed
set_behavior_tree_root - First observed
set_binding_channel_keyframe_interp - First observed
set_blackboard_key_subsettings - First observed
set_blackboard_value - First observed
set_blend_profile_bone - First observed
set_blendspace_interpolation - First observed
set_blendspace_properties - First observed
set_blueprint_breakpoint - First observed
set_blueprint_component_array_element - First observed
set_blueprint_component_collision - First observed
set_blueprint_component_property - First observed
set_blueprint_function_pure - First observed
set_bone_parent - First observed
set_bone_transform - First observed
set_box_slot_properties - First observed
set_bp_class_replication - First observed
set_bp_function_rpc - First observed
set_bp_variable_default - First observed
set_bp_variable_metadata - First observed
set_bp_variable_replication - First observed
set_camera_asset_director - First observed
set_camera_fov - First observed
set_camera_node_parameters - First observed
set_camera_post_process - First observed
set_camera_rig_rail_position - First observed
set_camera_rig_root_node - First observed
set_camera_speed - First observed
set_camera_transform - First observed
set_chooser_column_default - First observed
set_chooser_row_outcome - First observed
set_cine_camera_aperture - First observed
set_cine_camera_filmback - First observed
set_cine_camera_focal_length - First observed
set_cine_camera_focus - First observed
set_cine_camera_lens - First observed
set_collection_param_default - First observed
set_component_definition - First observed
set_component_parameter_override - First observed
set_component_property - First observed
set_component_replication - First observed
set_condition_property - First observed
set_consideration_property - First observed
set_constraint_limits - First observed
set_control_bus_mix_stage_value - First observed
set_control_bus_value - First observed
set_control_rotation - First observed
set_current_level - First observed
set_cvar - First observed
set_cvars_from_json - First observed
set_data_asset_property - First observed
set_data_layer_debug_color - First observed
set_data_layer_initial_runtime_state - First observed
set_data_layer_parent - First observed
set_data_layer_runtime_state - First observed
set_data_layer_type - First observed
set_data_table_cell - First observed
set_data_table_row - First observed
set_data_table_row_fields - First observed
set_data_table_row_from_json - First observed
set_data_table_rows_from_json - First observed
set_decal_color - First observed
set_decal_destroy_owner_after_fade - First observed
set_decal_fade - First observed
set_decal_fade_in - First observed
set_decal_fade_screen_size - First observed
set_decal_material - First observed
set_decal_size - First observed
set_decal_sort_order - First observed
set_default_game_map - First observed
set_directional_light_cascade_settings - First observed
set_dynamic_mesh_material - First observed
set_engine_ini_value - First observed
set_enum_bitflags - First observed
set_eqs_generator_properties - First observed
set_eqs_test_scoring - First observed
set_evaluator_property - First observed
set_event_dispatcher_signature - First observed
set_exponential_height_fog_properties - First observed
set_far_clip_plane - First observed
set_foliage_type_properties - First observed
set_game_mode_default_pawn - First observed
set_game_mode_game_state_class - First observed
set_game_mode_hud_class - First observed
set_game_mode_override - First observed
set_game_mode_player_state_class - First observed
set_game_mode_spectator_class - First observed
set_game_view - First observed
set_gameplay_cue_notify_actor_properties - First observed
set_gameplay_cue_notify_burst_properties - First observed
set_gameplay_cue_notify_looping_properties - First observed
set_gameplay_cue_notify_static_properties - First observed
set_gameplay_effect_component_asset_tags - First observed
set_gameplay_effect_component_block_ability_tags - First observed
set_gameplay_effect_component_chance_to_apply - First observed
set_gameplay_effect_component_granted_abilities - First observed
set_gameplay_effect_component_target_tag_requirements - First observed
set_gameplay_effect_component_target_tags - First observed
set_gameplay_effect_duration - First observed
set_gameplay_effect_duration_policy - First observed
set_gameplay_effect_modifier_attribute_based - First observed
set_gameplay_effect_modifier_attribute_based_up_to_channel - First observed
set_gameplay_effect_modifier_attribute_curve - First observed
set_gameplay_effect_modifier_attribute_tag_filters - First observed
set_gameplay_effect_modifier_custom - First observed
set_gameplay_effect_modifier_custom_curve - First observed
set_gameplay_effect_modifier_set_by_caller - First observed
set_gameplay_effect_period - First observed
set_gameplay_effect_stacking - First observed
set_gc_connection_settings - First observed
set_geometry_collection_damage - First observed
set_geometry_collection_mass - First observed
set_grid_slot_properties - First observed
set_hlod_layer_actors - First observed
set_hlod_layer_parent - First observed
set_hlod_layer_settings - First observed
set_ik_bone_settings - First observed
set_ik_goal_settings - First observed
set_ik_retarget_chain_bones - First observed
set_ik_solver_bones - First observed
set_ik_solver_enabled - First observed
set_ik_solver_settings - First observed
set_input_action_flags - First observed
set_input_action_trigger_behavior - First observed
set_input_action_value_type - First observed
set_keyframe_interpolation - First observed
set_kill_z - First observed
set_landscape_grass_type_properties - First observed
set_landscape_height_in_box - First observed
set_landscape_material - First observed
set_landscape_spline_control_point - First observed
set_level_sequence_time_runtime - First observed
set_light_color - First observed
set_light_intensity - First observed
set_light_properties - First observed
set_lumen_gi_quality - First observed
set_marked_frames_locked - First observed
set_mass_config_parent - First observed
set_mass_spawner_count - First observed
set_mass_spawner_entity_types - First observed
set_mass_trait_property - First observed
set_material_domain - First observed
set_material_function_input_props - First observed
set_material_function_instance_parent - First observed
set_material_function_output_props - First observed
set_material_instance_base_overrides - First observed
set_material_instance_param - First observed
set_material_instance_param_override - First observed
set_material_instance_parent - First observed
set_material_instance_static_component_mask - First observed
set_material_instance_static_switch - First observed
set_material_layer_parameter - First observed
set_material_layer_stack - First observed
set_material_node_param - First observed
set_material_physical_material - First observed
set_material_usage_flag - First observed
set_mesh_material_color - First observed
set_mesh_material_id - First observed
set_mesh_material_id_in_region - First observed
set_mesh_uv_element_position - First observed
set_mesh_uvs_from_projection - First observed
set_meta_sound_node_property - First observed
set_metasound_preset_parameter - First observed
set_mid_scalar_param - First observed
set_mid_texture_param - First observed
set_mid_vector_param - First observed
set_modulation_generator_settings - First observed
set_modulation_parameter_settings - First observed
set_modulation_patch_bypass - First observed
set_modulation_patch_output_parameter - First observed
set_montage_blend_times - First observed
set_montage_properties - First observed
set_montage_section_start_time - First observed
set_montage_segment_anim_sequence - First observed
set_montage_segment_start_time - First observed
set_morph_target_deltas - First observed
set_morph_target_generated_by_engine - First observed
set_motion_warping_component_search_in_anims - First observed
set_motion_warping_target_bone_name - First observed
set_motion_warping_target_follow_component - First observed
set_motion_warping_target_location - First observed
set_motion_warping_target_location_offset - First observed
set_motion_warping_target_rotation - First observed
set_mpci_parent_collection - First observed
set_mpci_scalar_parameter_value - First observed
set_mpci_vector_parameter_value - First observed
set_named_slot_content - First observed
set_native_team_attitude - First observed
set_near_clip_plane - First observed
set_net_priority - First observed
set_network_authority - First observed
set_niagara_component_bool - First observed
set_niagara_component_color - First observed
set_niagara_component_float - First observed
set_niagara_component_int - First observed
set_niagara_component_matrix - First observed
set_niagara_component_object - First observed
set_niagara_component_position - First observed
set_niagara_component_quat - First observed
set_niagara_component_vec2 - First observed
set_niagara_component_vec4 - First observed
set_niagara_component_vector - First observed
set_niagara_data_interface_array - First observed
set_niagara_data_interface_asset - First observed
set_niagara_data_interface_curve - First observed
set_niagara_data_interface_default - First observed
set_niagara_decal_renderer_material - First observed
set_niagara_effect_type - First observed
set_niagara_emitter_allocation_mode - First observed
set_niagara_emitter_bounds - First observed
set_niagara_emitter_enabled - First observed
set_niagara_emitter_local_space - First observed
set_niagara_emitter_max_gpu_particles - First observed
set_niagara_emitter_requires_persistent_ids - First observed
set_niagara_emitter_sim_target - First observed
set_niagara_emitter_template_description - First observed
set_niagara_mesh_renderer_mesh - First observed
set_niagara_module_enabled - First observed
set_niagara_module_input - First observed
set_niagara_renderer_material - First observed
set_niagara_renderer_properties - First observed
set_niagara_simulation_stage_properties - First observed
set_niagara_system_deterministic - First observed
set_niagara_system_fixed_bounds - First observed
set_niagara_system_properties - First observed
set_niagara_system_warmup_tick_count - First observed
set_niagara_system_warmup_tick_delta - First observed
set_niagara_system_warmup_time - First observed
set_niagara_user_parameter - First observed
set_num_extended_polygroup_layers - First observed
set_num_uv_channels - First observed
set_packaging_setting - First observed
set_pcg_component_properties - First observed
set_pcg_graph_parameter - First observed
set_pcg_node_properties - First observed
set_physical_material_properties - First observed
set_physics_asset_constraint_drives - First observed
set_physics_asset_constraint_limits - First observed
set_physics_body_advanced_properties - First observed
set_physics_body_properties - First observed
set_physics_constraint_drives - First observed
set_physics_gravity - First observed
set_physics_properties - First observed
set_pie_list_view_items - First observed
set_pie_widget_focus - First observed
set_pie_widget_value - First observed
set_pie_window_size - First observed
set_pin_default_value - First observed
set_playback_range_locked - First observed
set_player_controller_class - First observed
set_polygroup_material_id - First observed
set_pose_asset_base_pose - First observed
set_pose_search_database_schema - First observed
set_pose_search_schema_mirror_data_table - First observed
set_pose_search_schema_properties - First observed
set_pose_search_schema_role - First observed
set_pose_search_schema_skeleton - First observed
set_post_process_color_grading - First observed
set_post_process_setting - First observed
set_post_process_volume_settings - First observed
set_preserve_scale_ratio - First observed
set_primary_asset_cook_rule - First observed
set_procedural_mesh_material - First observed
set_procedural_mesh_section_visible - First observed
set_project_settings_value - First observed
set_properties - First observed
set_property_access_path - First observed
set_property_track_keyframe_count - First observed
set_property_value - First observed
set_recast_navmesh_settings - First observed
set_reflection_capture_properties - First observed
set_replication_condition - First observed
set_retarget_pose_bone_rotation - First observed
set_retargeter_chain_mapping - First observed
set_retargeter_op_settings - First observed
set_rig_control_limits - First observed
set_rig_control_settings - First observed
set_rig_control_shape_transform - First observed
set_rig_control_value - First observed
set_rigvm_pin_default - First observed
set_river_spline_points - First observed
set_river_width_depth_at_point - First observed
set_river_widths_depths - First observed
set_rvt_volume_bounds - First observed
set_scalability_quality - First observed
set_scene_capture_2d_properties - First observed
set_section_active - First observed
set_section_blend_type - First observed
set_section_color - First observed
set_section_completion_mode - First observed
set_section_easing - First observed
set_section_locked - First observed
set_section_pre_post_rollout - First observed
set_section_range - First observed
set_section_row_index - First observed
set_sequence_display_rate - First observed
set_sequence_duration - First observed
set_sequence_frame_rate - First observed
set_sequence_playback_range - First observed
set_sequence_view_range - First observed
set_sequence_working_range - First observed
set_show_flag - First observed
set_skeletal_animation_section_params - First observed
set_skeletal_mesh_allow_cpu_access - First observed
set_skeletal_mesh_anim_class - First observed
set_skeletal_mesh_lod_build_settings - First observed
set_skeletal_mesh_lod_reduction_settings - First observed
set_skeletal_mesh_lod_screen_size - First observed
set_skeletal_mesh_lod_settings - First observed
set_skeletal_mesh_material_slot - First observed
set_skeletal_mesh_min_lod - First observed
set_skeletal_mesh_section_cast_shadow - First observed
set_skeletal_mesh_section_recompute_tangent - First observed
set_skeletal_mesh_section_visible_in_ray_tracing - First observed
set_skeletal_mesh_socket_parent - First observed
set_skeletal_mesh_socket_transform - First observed
set_sky_atmosphere_properties - First observed
set_sky_light_properties - First observed
set_slot_properties - First observed
set_smart_object_definition_activity_tags - First observed
set_smart_object_definition_user_tag_filter - First observed
set_smart_object_slot_activity_tags - First observed
set_smart_object_slot_enabled - First observed
set_smart_object_slot_runtime_tags - First observed
set_smart_object_slot_transform - First observed
set_smart_object_slot_user_tag_filter - First observed
set_sound_attenuation_properties - First observed
set_sound_class_parent - First observed
set_sound_class_properties - First observed
set_sound_concurrency_properties - First observed
set_sound_cue_first_node - First observed
set_sound_cue_node_properties - First observed
set_sound_mix_class_override - First observed
set_sound_source_bus_audio_bus - First observed
set_sound_source_bus_send_info - First observed
set_sound_source_bus_send_level_curve - First observed
set_sound_wave_properties - First observed
set_soundfield_effect_settings - First observed
set_spawn_ownership - First observed
set_spline_points - First observed
set_state_completion_type - First observed
set_state_linked_asset - First observed
set_state_selection_behavior - First observed
set_state_theme_color - First observed
set_state_tree_root - First observed
set_state_type - First observed
set_static_mesh_collision_complexity - First observed
set_static_mesh_convex_collision - First observed
set_static_mesh_kdop_collision - First observed
set_static_mesh_lightmap - First observed
set_static_mesh_material_slot - First observed
set_static_mesh_nanite - First observed
set_static_mesh_properties - First observed
set_static_mesh_socket_transform - First observed
set_streaming_level_loaded - First observed
set_streaming_level_visible - First observed
set_string_table_entry - First observed
set_string_table_metadata - First observed
set_struct_member_default - First observed
set_sub_section_parameters - First observed
set_submix_effect_settings - First observed
set_substrate_slab_scalar - First observed
set_subtitle_cue_text - First observed
set_subtitle_cue_timing - First observed
set_task_property - First observed
set_texture_sampler_settings - First observed
set_texture_settings - First observed
set_timeline_time - First observed
set_transform_section_mask - First observed
set_transform_section_quaternion_interp - First observed
set_transform_track_interp_mode - First observed
set_transition_properties - First observed
set_tree_parameter - First observed
set_triangle_uvs - First observed
set_trigger_box_extent - First observed
set_trigger_events - First observed
set_trigger_sphere_radius - First observed
set_undo_barrier - First observed
set_usd_attribute_value - First observed
set_usd_edit_target - First observed
set_usd_prim_active - First observed
set_usd_prim_display_name - First observed
set_usd_prim_instanceable - First observed
set_usd_prim_metadata - First observed
set_usd_prim_specifier - First observed
set_usd_prim_type - First observed
set_usd_stage_actor_root_layer - First observed
set_usd_stage_time_range - First observed
set_usd_variant_selection - First observed
set_vehicle_wheel_setup - First observed
set_view_target - First observed
set_view_type - First observed
set_viewmodel_field - First observed
set_viewport_camera - First observed
set_viewport_exposure - First observed
set_viewport_fov - First observed
set_viewport_realtime - First observed
set_viewport_view_mode - First observed
set_volumetric_cloud_properties - First observed
set_water_body_gerstner_waves - First observed
set_water_body_gerstner_waves_spectrum - First observed
set_water_body_material - First observed
set_water_body_properties - First observed
set_widget_drag_drop - First observed
set_widget_navigation - First observed
set_widget_property - First observed
set_widget_slot_properties - First observed
set_widget_visibility - First observed
set_world_gravity - First observed
set_world_partition_runtime_hash - First observed
setup_foot_ik - First observed
show_notification - First observed
simplify_mesh - First observed
slice_fracture - First observed
slice_procedural_mesh - First observed
smooth_landscape_in_box - First observed
snap_actor_to_ground - First observed
snapshot_object - First observed
sort_montage_segments - First observed
spawn_actor - First observed
spawn_blueprint_actor - First observed
spawn_box_reflection_capture - First observed
spawn_box_volume - First observed
spawn_decal_actor - First observed
spawn_dynamic_mesh_actor - First observed
spawn_exponential_height_fog - First observed
spawn_field_system_actor - First observed
spawn_level_streaming_volume - First observed
spawn_mass_entities - First observed
spawn_nav_link_proxy - First observed
spawn_nav_modifier_volume - First observed
spawn_navmesh_bounds_volume - First observed
spawn_niagara_component - First observed
spawn_pcg_volume - First observed
spawn_physics_constraint - First observed
spawn_post_process_volume - First observed
spawn_scene_capture_2d - First observed
spawn_sky_atmosphere - First observed
spawn_sky_light - First observed
spawn_sphere_reflection_capture - First observed
spawn_text_render_actor - First observed
spawn_volumetric_cloud - First observed
split_blueprint_pin - First observed
start_gauntlet_run - First observed
start_package_build - First observed
start_play_in_editor - First observed
start_trace - First observed
stop_animation - First observed
stop_behavior_tree - First observed
stop_dedicated_server - First observed
stop_level_sequence_runtime - First observed
stop_play_in_editor - First observed
stop_sound - First observed
stop_trace - First observed
stop_widget_animation - First observed
subscribe_to_delegate - First observed
suggest_asset_optimizations - First observed
swap_material_layer_parameters - First observed
test_blueprint_function - First observed
trace_blueprint_execution - First observed
transform_dynamic_mesh - First observed
translate_dynamic_mesh - First observed
translate_mesh_uvs - First observed
trigger_behavior_on_actor - First observed
trigger_input_action - First observed
unassign_rvt_from_landscape - First observed
unbind_widget_from_viewmodel - First observed
undo - First observed
undo_multiple - First observed
unload_game_feature_plugin - First observed
unregister_gameplay_debugger_category - First observed
unregister_gameplay_tag_event - First observed
unregister_input_key_mapping - First observed
unsubscribe_delegate - First observed
update_ism_instance_transform - First observed
update_procedural_mesh_section - First observed
update_reflection_captures - First observed
update_transition - First observed
usd_module_status - First observed
use_smart_object - First observed
validate_anim_state_machine - First observed
validate_asset - First observed
validate_assets_in_path - First observed
validate_blueprint - First observed
validate_gameplay_tag_table - First observed
validate_pin_connection - First observed
validate_state_tree - First observed
verify_reparent_success - First observed
wait_for_pie_completion - First observed
watch_pie_property - First observed
weld_mesh_edges - First observed
wire_aim_offset
TDQS
Scored across 15 tools
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).
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.
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.
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
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