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Unreal API

289 bundled Tech Connector wrapper functions in the current source catalog. This is not a count of the host application’s native API. A listed function may require its host application and bridge to be available.

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Bundled Python wrappers

  1. add_actor_to_level_sequence
  2. add_anim_notify
  3. add_anim_to_level_sequence
  4. add_anim_track_to_possessable
  5. add_animation
  6. add_blueprint_mesh_components_to_level_sequence
  7. add_body
  8. add_camera_actor_to_level_sequence
  9. add_camera_anim_to_level_sequence
  10. add_component
  11. add_constraint
  12. add_custom_events_to_blueprint
  13. add_function
  14. add_ik_chain
  15. add_nav_mesh_bounds
  16. add_node_to_graph
  17. add_parent_constraint_node
  18. add_profile
  19. add_rig_element
  20. add_schema_channel
  21. add_shot_sequence_section_to_shot_track
  22. add_shot_track_to_master_sequence
  23. add_skeletal_mesh_components_to_level_sequence
  24. add_state
  25. add_state_animations
  26. add_state_machine
  27. add_to_level
  28. add_transition_rule
  29. add_unreal_startup_script
  30. add_variables_to_blueprint
  31. apply_body_control_connections
  32. apply_body_joint_map
  33. array_add_object_reference
  34. array_remove_object_reference
  35. assign_origin_to_root
  36. attach_editable_character_fx
  37. author_baseline
  38. author_camera_cuts
  39. author_canvas_text
  40. author_from_spec
  41. author_task_graph
  42. author_wait_graph
  43. begin_pie
  44. build_ai_studio_bridge_plugin
  45. build_arm_modules
  46. build_feet_modules
  47. build_finger_modules
  48. build_import_options
  49. build_leg_modules
  50. build_modular_fk_control_rig
  51. build_neck_module
  52. build_shoulder_modules
  53. build_spine_module
  54. character_asset_folder
  55. cinematic_payload_from_manifest
  56. compile_and_save_anim_blueprint
  57. compile_and_save_blueprint
  58. compile_blueprint
  59. configure_arm_reference_axes
  60. configure_blueprint_replication
  61. connect_node_pins
  62. connect_rig_nodes
  63. connect_to_forward_solve
  64. create_blendspace
  65. create_by_class_path
  66. create_cinematic_sequence
  67. create_control_rig_from_asset
  68. create_domain_asset
  69. create_emitter
  70. create_float_track
  71. create_from_rows
  72. create_from_template
  73. create_from_wave
  74. create_gameplay_ability
  75. create_grid_transform_graph
  76. create_ik_retargeter
  77. create_ik_retargeter_from_template
  78. create_level_sequence
  79. create_material
  80. create_material_from_spec
  81. create_or_update_animation_blueprint
  82. create_parameterized_pbr_material
  83. create_physics_asset
  84. create_pose_search_database
  85. create_schema
  86. create_sine_tone_source
  87. create_source_from_spec
  88. create_validation_map
  89. create_variable
  90. delete_actor
  91. delete_assets
  92. delete_emitter
  93. delete_state_from_state_machine
  94. delete_state_transition
  95. delete_track
  96. describe_node_action
  97. detect_new_custom_attrs_from_animation
  98. discover_matching_ik_retargeters
  99. duplicate_asset
  100. end_pie
  101. ensure_unreal_python_plugin_enabled
  102. export_animation_assets
  103. export_selected_animation_assets
  104. extract_shot_number_from_path
  105. find_actor_by_blueprint_or_skeletal_mesh
  106. find_asset_path_by_name
  107. find_binding_for_component
  108. find_camera_component_in_scene
  109. find_compatible_animations
  110. find_possessable_for_actor
  111. find_references
  112. find_skeletal_meshes_using_skeleton
  113. finish_import_result
  114. get_actor_from_binding
  115. get_actor_from_possessable
  116. get_all_assets_of_type
  117. get_blueprint_binding_in_sequence
  118. get_blueprint_class_from_binding
  119. get_blueprint_graphs
  120. get_blueprints_using_skeleton
  121. get_blueprints_using_skeleton_cmd
  122. get_bone_hierarchy
  123. get_compile_errors
  124. get_control_rig_class
  125. get_dependencies
  126. get_engine_association
  127. get_existing_blueprint_mesh_components_in_level_sequence
  128. get_finger_joints
  129. get_full_range
  130. get_latest_unreal_log
  131. get_level_sequence_actor
  132. get_possessables_for_sequence
  133. get_section_range
  134. get_selected_actors
  135. get_skeleton_from_skeletal_mesh_using_metadata
  136. get_skeleton_path_by_name
  137. get_state_machine_graph
  138. get_top_level_mesh_component
  139. get_tracks
  140. get_unreal_cmd_exe
  141. get_unreal_install_path
  142. get_valid_events_from_import
  143. import_animation
  144. import_animation_source
  145. import_animation_verified
  146. import_animations_from_json
  147. import_fbx_verified
  148. import_function
  149. import_gameplay_animations_from_json
  150. import_skeletal_mesh_fbx
  151. inject_key
  152. inspect
  153. inspect_asset
  154. inspect_authority_flow
  155. inspect_bone_hierarchy
  156. inspect_bones
  157. inspect_character
  158. inspect_data_table
  159. inspect_database
  160. inspect_domain_asset
  161. inspect_graph
  162. inspect_ik_retargeter
  163. inspect_ik_rig
  164. inspect_imported_animation_pipeline
  165. inspect_material
  166. inspect_reflected
  167. inspect_schema
  168. inspect_sockets
  169. inspect_sound_cue
  170. inspect_system
  171. install_ai_studio_bridge_plugin
  172. install_reverse_feet
  173. is_port_in_use
  174. latest
  175. list_all_maps
  176. list_all_tracks_in_sequence
  177. list_bodies
  178. list_constraints
  179. list_controls
  180. list_module_inputs
  181. list_profiles
  182. list_skeletal_import_targets
  183. load_asset
  184. load_blueprint_class
  185. load_level
  186. load_level_sequence
  187. main
  188. manifest_from_workspace
  189. multiplayer_pie_validate
  190. new_import_result
  191. normalize_sequence_manifest
  192. object_path
  193. offset_float_track_keys
  194. offset_key_times_in_section
  195. offset_transform_track_keys
  196. open_asset
  197. open_content_browser
  198. open_window
  199. organize_actors
  200. pie_status
  201. pie_validate
  202. preflight_sequence_import_from_json
  203. preflight_sequence_workspace
  204. probe_node_action
  205. project_debug
  206. project_snapshot
  207. prototype_from_template
  208. publish_sequence_workspace
  209. read_dict_from_file
  210. record_asset_snapshot
  211. references
  212. registry_readback
  213. remove_animation
  214. remove_profile
  215. rename_asset
  216. rename_control
  217. rename_state
  218. rename_symbol
  219. render_level_sequence
  220. report_animation_pipeline_assets
  221. resolve_actor
  222. resolve_animation_target
  223. resolve_asset
  224. resolve_import_destination
  225. resolve_skeleton_path
  226. restore_asset_snapshot
  227. retarget_animation_with_matching_project_asset
  228. retarget_imported_animations_if_needed
  229. retry_failed_cinematic_sequence_from_json
  230. rollback_imported_assets
  231. run_create_cinematic_sequence
  232. run_create_modular_control_rig
  233. run_get_skeletons
  234. run_import_gameplay_animations
  235. run_import_skeletal_mesh_fbx
  236. run_list_skeletal_import_targets
  237. run_preflight_sequence_import
  238. run_retry_failed_cinematic_sequence
  239. run_server
  240. save_assets
  241. scan_blueprint
  242. scan_loaded_level
  243. search_node_actions
  244. select_actors_by_query
  245. server_status
  246. set_body_property
  247. set_chain_mapping
  248. set_collision_profile
  249. set_constraint_property
  250. set_control_default
  251. set_control_property
  252. set_database_property
  253. set_emitter_property
  254. set_frame_rate
  255. set_module_input
  256. set_reflected_property
  257. set_renderer_property
  258. set_root_settings
  259. set_schema
  260. set_section_range
  261. set_sequence_range
  262. set_slot_animation
  263. set_state_transition_rule
  264. set_user_parameter
  265. start_http_server_in_thread
  266. synthesize_transition_rule_expression
  267. tick
  268. update_asset_registry_and_save
  269. validate_character_montages
  270. validate_playback
  271. validate_sequence_manifest
  272. verify_ai_studio_bridge
  273. verify_arm_reference_pose
  274. verify_reverse_feet
  275. verify_toe_ik
  276. wire_state_machine_to_output_pose
  277. write_dict_to_file
  278. apply_graph_spec
  279. apply_graph_spec
  280. create_cinematic_sequence_from_json
  281. create_cinematic_sequence_from_json
  282. create_ik_rig
  283. create_ik_rig
  284. find_uasset_path
  285. find_uasset_path
  286. retarget_animation
  287. retarget_animation
  288. set_profile_property
  289. set_profile_property

add_actor_to_level_sequence

api.dcc.unreal.add_actor_to_level_sequence(...)
Signature
add_actor_to_level_sequence(sequence_path, asset_path, actor=None, possessable=None, namespace=None)
Target
unreal_tools.sequence_importer.add_actor_to_level_sequence
Source
unreal_tools/sequence_importer.py:16
Name status
Friendly call available

Adds a blueprint actor and its components to a level sequence, creating and binding the actor and components. :param sequence_path: The level sequence path to which the actor and components will be added. :param asset_path: The path to the blueprint or skeletal mesh asset to load and spawn. :param actor: The actor to be added to the sequence (optional). If not provided, the actor will be spawned. :param possessable: The possessable to bind to the actor (optional). If not provided, it will be created. :param namespace: The namespace to use for the actor (optional). If not provided, it will be use the SK mesh name :return: A list containing the possessable, the actor, and the component list (if any).

Parameters

  • sequence_path · required
  • asset_path · required
  • actor · default None
  • possessable · default None
  • namespace · default None

Related functions

add_anim_notify

api.dcc.unreal.add_anim_notify(...)
Signature
add_anim_notify(animation_path, notify_name, notify_class="", time_ratio=0.0, save=True)
Target
unreal_tools.animation.add_anim_notify
Source
unreal_tools/animation.py:676
Name status
Friendly call available

Parameters

  • animation_path · required
  • notify_name · required
  • notify_class · default ''
  • time_ratio · default 0.0
  • save · default True

Related functions

add_anim_to_level_sequence

api.dcc.unreal.add_anim_to_level_sequence(...)
Signature
add_anim_to_level_sequence(
Target
unreal_tools.sequence_importer.add_anim_to_level_sequence
Source
unreal_tools/sequence_importer.py:201
Name status
Friendly call available

Adds an animation to a track in the level sequence without shifting animation keyframe timing. Places the animation so its first keyframe starts exactly at start_frame. :param animation_path: Path to the animation asset. :param anim_track: The track to add the animation to. :param anim_section: Optional pre-existing section to add animation to. :param start_frame: Frame number to start the animation from. :return: The end frame of the animation.

Parameters

  • animation_path · required
  • anim_track · required
  • anim_section · default None
  • start_frame · default 0
  • root_motion · default None

Related functions

add_anim_track_to_possessable

api.dcc.unreal.add_anim_track_to_possessable(...)
Signature
add_anim_track_to_possessable(possessable, animation_asset_path=None, root_motion=None)
Target
unreal_tools.sequence_importer.add_anim_track_to_possessable
Source
unreal_tools/sequence_importer.py:231
Name status
Friendly call available

Adds an animation track and section to the possessable, ensuring no duplicates. :param possessable: The possessable to which the animation track will be added. :param animation_asset_path: The path to the animation asset (e.g. FBX). :return: None

Parameters

  • possessable · required
  • animation_asset_path · default None
  • root_motion · default None

Related functions

add_animation

api.dcc.unreal.add_animation(...)
Signature
add_animation(database_path: str, animation_path: str) -> str
Target
unreal_tools.motion_matching.add_animation
Source
unreal_tools/motion_matching.py:92
Name status
Friendly call available

Parameters

  • database_path · str · required
  • animation_path · str · required

Related functions

add_blueprint_mesh_components_to_level_sequence

api.dcc.unreal.add_blueprint_mesh_components_to_level_sequence(...)
Signature
add_blueprint_mesh_components_to_level_sequence(blueprint_path, sequence_path, actor, control_rig=True)
Target
unreal_tools.sequence_importer.add_blueprint_mesh_components_to_level_sequence
Source
unreal_tools/sequence_importer.py:262
Name status
Friendly call available

Adds specific mesh components from a blueprint actor to a level sequence. Adds 'Mesh' (typically CharacterMesh0), 'Body', and 'Face' components if they exist. :param blueprint_path: The blueprint asset path bound in the Level Sequence. :param sequence_path: The Level Sequence asset path. :param actor: (Optional) Actor to use. If None, the actor will be spawned from the blueprint. :param control_rig: (Optional) Whether to add control rig for track if it is found :return: A list of added SkeletalMeshComponent references.

Parameters

  • blueprint_path · required
  • sequence_path · required
  • actor · required
  • control_rig · default True

Related functions

add_body

api.dcc.unreal.add_body(...)
Signature
add_body(physics_asset_path: str, bone_name: str, shape_type: str = "capsule") -> str
Target
unreal_tools.physics.add_body
Source
unreal_tools/physics.py:134
Name status
Friendly call available

Parameters

  • physics_asset_path · str · required
  • bone_name · str · required
  • shape_type · str · default 'capsule'

Related functions

add_camera_actor_to_level_sequence

api.dcc.unreal.add_camera_actor_to_level_sequence(...)
Signature
add_camera_actor_to_level_sequence(sequence, camera_actor=None, camera_name=None)
Target
unreal_tools.sequence_importer.add_camera_actor_to_level_sequence
Source
unreal_tools/sequence_importer.py:125
Name status
Friendly call available

Adds a CineCameraActor to the level sequence. :param sequence: The LevelSequence asset where the camera should be added. :param camera_actor: (Optional) The CineCameraActor to add. If None, a new one will be created. :param camera_name: (Optional) Updates camera name otherwise uses default name :return: The CineCameraActor that was added to the sequence.

Parameters

  • sequence · required
  • camera_actor · default None
  • camera_name · default None

Related functions

add_camera_anim_to_level_sequence

api.dcc.unreal.add_camera_anim_to_level_sequence(...)
Signature
add_camera_anim_to_level_sequence(shot_sequence, camera_actor, world, export_path, anim_range)
Target
unreal_tools.sequence_importer.add_camera_anim_to_level_sequence
Source
unreal_tools/sequence_importer.py:381
Name status
Friendly call available

Imports and applies a camera animation to a CineCameraActor inside a Level Sequence, and offsets the animation so that the first keyframe is at frame 0 of the sequence. Also adds a Camera Cut Track to switch the camera at frame 0. :param shot_sequence: The LevelSequence asset where the animation should be added. :param camera_actor: The CineCameraActor that will receive the animation. :param world: The Unreal world context. :param export_path: The path to the FBX file containing the camera animation. :param anim_range: Range to use for offsetting the animation sections :return: None

Parameters

  • shot_sequence · required
  • camera_actor · required
  • world · required
  • export_path · required
  • anim_range · required

Related functions

add_component

api.dcc.unreal.add_component(...)
Signature
add_component(
Target
unreal_tools.blueprint.add_component
Source
unreal_tools/blueprint.py:160
Name status
Friendly call available

Add and verify a Blueprint-authored component through SubobjectDataSubsystem.

Parameters

  • blueprint_path · required
  • component_class · required
  • component_name · required
  • asset_path · default ''
  • attach_bone · default ''
  • socket_name · default ''
  • save · default True

Related functions

add_constraint

api.dcc.unreal.add_constraint(...)
Signature
add_constraint(physics_asset_path: str, bone_name_a: str, bone_name_b: str) -> str
Target
unreal_tools.physics.add_constraint
Source
unreal_tools/physics.py:140
Name status
Friendly call available

Parameters

  • physics_asset_path · str · required
  • bone_name_a · str · required
  • bone_name_b · str · required

Related functions

add_custom_events_to_blueprint

api.dcc.unreal.add_custom_events_to_blueprint(...)
Signature
add_custom_events_to_blueprint(bp_path, event_names)
Target
unreal_tools.blueprint_events.add_custom_events_to_blueprint
Source
unreal_tools/blueprint_events.py:14
Name status
Friendly call available

Ensures each name in `event_names` exists as a custom event inside the Blueprint at `bp_path`. If it doesn't exist, it creates the event. :param event_names: List of new attribute events to add to the bp :param bp_path: Path to the Blueprint to update (e.g., "/Game/Blueprints/MyBP")

Parameters

  • bp_path · required
  • event_names · required

Related functions

add_function

api.dcc.unreal.add_function(...)
Signature
add_function(blueprint_path, function_name, inputs=None, outputs=None, save=True)
Target
unreal_tools.blueprint.add_function
Source
unreal_tools/blueprint.py:504
Name status
Friendly call available

Parameters

  • blueprint_path · required
  • function_name · required
  • inputs · default None
  • outputs · default None
  • save · default True

Related functions

add_ik_chain

api.dcc.unreal.add_ik_chain(...)
Signature
add_ik_chain(ik_rig_path, chain_name, start_bone, end_bone)
Target
unreal_tools.retarget.add_ik_chain
Source
unreal_tools/retarget.py:84
Name status
Friendly call available

Parameters

  • ik_rig_path · required
  • chain_name · required
  • start_bone · required
  • end_bone · required

Related functions

add_nav_mesh_bounds

api.dcc.unreal.add_nav_mesh_bounds(...)
Signature
add_nav_mesh_bounds(location=None, extent=None, save=True)
Target
unreal_tools.navigation.add_nav_mesh_bounds
Source
unreal_tools/navigation.py:52
Name status
Friendly call available

Parameters

  • location · default None
  • extent · default None
  • save · default True

add_node_to_graph

api.dcc.unreal.add_node_to_graph(...)
Signature
add_node_to_graph(
Target
unreal_tools.blueprint.add_node_to_graph
Source
unreal_tools/blueprint.py:559
Name status
Friendly call available

Parameters

  • blueprint_path · required
  • graph_name · required
  • node_class · required
  • node_name · default ''
  • x · default 0.0
  • y · default 0.0
  • context_node_names · default None
  • save · default True

Related functions

add_parent_constraint_node

api.dcc.unreal.add_parent_constraint_node(...)
Signature
add_parent_constraint_node(
Target
unreal_tools.control_rig.add_parent_constraint_node
Source
unreal_tools/control_rig.py:31
Name status
Friendly call available

Parameters

  • control_rig_bp · required
  • graph · unreal.RigVMGraph · required
  • child_name · str · required
  • parent_name · str · required
  • child_type · default unreal.RigElementType.BONE
  • parent_type · default unreal.RigElementType.CONTROL
  • maintain_offset · default True
  • weight · default 1.0
  • translation · default True
  • rotation · default True
  • scale · default False
  • node_position · default unreal.Vector2D(0.0, 0.0)
  • node_name · default 'ParentConstraintNode'
  • input_node · default None

Related functions

add_profile

api.dcc.unreal.add_profile(...)
Signature
add_profile(
Target
unreal_tools.physics.add_profile
Source
unreal_tools/physics.py:98
Name status
Friendly call available

Parameters

  • asset_path · str · required
  • profile_name · str · required
  • profile_type · str · default 'constraint'
  • assign_all · bool · default True

Related functions

add_rig_element

api.dcc.unreal.add_rig_element(...)
Signature
add_rig_element(rig_path, element_name, element_type, parent_name="", save=True)
Target
unreal_tools.control_rig.add_rig_element
Source
unreal_tools/control_rig.py:1002
Name status
Friendly call available

Parameters

  • rig_path · required
  • element_name · required
  • element_type · required
  • parent_name · default ''
  • save · default True

Related functions

add_schema_channel

api.dcc.unreal.add_schema_channel(...)
Signature
add_schema_channel(
Target
unreal_tools.motion_matching.add_schema_channel
Source
unreal_tools/motion_matching.py:146
Name status
Friendly call available

Parameters

  • schema_path · str · required
  • channel_name · str · required
  • channel_type · str · required
  • settings · dict | None · default None

Related functions

add_shot_sequence_section_to_shot_track

api.dcc.unreal.add_shot_sequence_section_to_shot_track(...)
Signature
add_shot_sequence_section_to_shot_track(shot_track, shot_sequence, start_frame, end_frame)
Target
unreal_tools.sequence_importer.add_shot_sequence_section_to_shot_track
Source
unreal_tools/sequence_importer.py:176
Name status
Friendly call available

Adds section for shot sequence to shot track if it doesn't exist :param shot_track: :param shot_sequence: :param start_frame: :param end_frame: :return:

Parameters

  • shot_track · required
  • shot_sequence · required
  • start_frame · required
  • end_frame · required

Related functions

add_shot_track_to_master_sequence

api.dcc.unreal.add_shot_track_to_master_sequence(...)
Signature
add_shot_track_to_master_sequence(master_sequence)
Target
unreal_tools.sequence_importer.add_shot_track_to_master_sequence
Source
unreal_tools/sequence_importer.py:158
Name status
Friendly call available

Adds shot track if it doesnt exist to master sequence :param master_sequence: Master sequence asset :return:

Parameters

  • master_sequence · required

Related functions

add_skeletal_mesh_components_to_level_sequence

api.dcc.unreal.add_skeletal_mesh_components_to_level_sequence(...)
Signature
add_skeletal_mesh_components_to_level_sequence(actor, possessable)
Target
unreal_tools.sequence_importer.add_skeletal_mesh_components_to_level_sequence
Source
unreal_tools/sequence_importer.py:94
Name status
Friendly call available

Adds skeletal mesh components to the level sequence. :param actor: The actor containing the skeletal mesh components. :param possessable: The possessable associated with the actor. :return: A list of components added to the sequence.

Parameters

  • actor · required
  • possessable · required

Related functions

add_state

api.dcc.unreal.add_state(...)
Signature
add_state(
Target
unreal_tools.animation.add_state
Source
unreal_tools/animation.py:590
Name status
Friendly call available

Parameters

  • anim_bp_path · required
  • state_machine_name · required
  • state_name · required
  • animation_asset_path · default ''

Related functions

add_state_animations

api.dcc.unreal.add_state_animations(...)
Signature
add_state_animations(database_path: str, animation_paths: list[str], state_tag: str) -> str
Target
unreal_tools.motion_matching.add_state_animations
Source
unreal_tools/motion_matching.py:161
Name status
Friendly call available

Parameters

  • database_path · str · required
  • animation_paths · list[str] · required
  • state_tag · str · required

Related functions

add_state_machine

api.dcc.unreal.add_state_machine(...)
Signature
add_state_machine(anim_bp_path, state_machine_name)
Target
unreal_tools.animation.add_state_machine
Source
unreal_tools/animation.py:580
Name status
Friendly call available

Parameters

  • anim_bp_path · required
  • state_machine_name · required

Related functions

add_to_level

api.dcc.unreal.add_to_level(...)
Signature
add_to_level(asset_path, location=None, attach_to_selected_actor=False)
Target
unreal_tools.niagara.add_to_level
Source
unreal_tools/niagara.py:337
Name status
Friendly call available

Parameters

  • asset_path · required
  • location · default None
  • attach_to_selected_actor · default False

add_transition_rule

api.dcc.unreal.add_transition_rule(...)
Signature
add_transition_rule(
Target
unreal_tools.animation.add_transition_rule
Source
unreal_tools/animation.py:614
Name status
Friendly call available

Parameters

  • anim_bp_path · required
  • state_machine_name · required
  • from_state · required
  • to_state · required
  • rule_expression · required

Related functions

add_unreal_startup_script

api.dcc.unreal.add_unreal_startup_script(...)
Signature
add_unreal_startup_script(uproject_path, script_path)
Target
unreal_tools.unreal_project_data.add_unreal_startup_script
Source
unreal_tools/unreal_project_data.py:462
Name status
Friendly call available

Adds a startup script to DefaultEngine.ini for a given Unreal project. Appends to StartupScripts[N]=... under [PythonScriptPlugin.PythonScriptPluginSettings]. :param uproject_path: actual uproject path :param script_path: Full path to the Python script to add

Parameters

  • uproject_path · required
  • script_path · required

Related functions

add_variables_to_blueprint

api.dcc.unreal.add_variables_to_blueprint(...)
Signature
add_variables_to_blueprint(bp_path, variable_names)
Target
unreal_tools.blueprint_variables.add_variables_to_blueprint
Source
unreal_tools/blueprint_variables.py:18
Name status
Friendly call available

Adds a list of variables to a Blueprint and exposes them to cinematics. :param bp_path: Blueprint path to add the variables to :param variable_names: List of variable names from curves

Parameters

  • bp_path · required
  • variable_names · required

apply_body_control_connections

api.dcc.unreal.apply_body_control_connections(...)
Signature
apply_body_control_connections(control_rig_bp, joint_map)
Target
unreal_tools.control_rig.apply_body_control_connections
Source
unreal_tools/control_rig.py:694
Name status
Friendly call available

Resolve generated control spaces and twist arrays after construction.

Parameters

  • control_rig_bp · required
  • joint_map · required

Related functions

apply_body_joint_map

api.dcc.unreal.apply_body_joint_map(...)
Signature
apply_body_joint_map(control_rig_bp, joint_map)
Target
unreal_tools.control_rig.apply_body_joint_map
Source
unreal_tools/control_rig.py:796
Name status
Friendly call available

Build and resolve modular connectors from explicit HIK body slots.

Parameters

  • control_rig_bp · required
  • joint_map · required

Related functions

array_add_object_reference

api.dcc.unreal.array_add_object_reference(...)
Signature
array_add_object_reference(asset_path, property_name, object_path)
Target
unreal_tools.assets.array_add_object_reference
Source
unreal_tools/assets.py:331
Name status
Friendly call available

Parameters

  • asset_path · required
  • property_name · required
  • object_path · required

Related functions

array_remove_object_reference

api.dcc.unreal.array_remove_object_reference(...)
Signature
array_remove_object_reference(asset_path, property_name, object_path)
Target
unreal_tools.assets.array_remove_object_reference
Source
unreal_tools/assets.py:343
Name status
Friendly call available

Parameters

  • asset_path · required
  • property_name · required
  • object_path · required

Related functions

assign_origin_to_root

api.dcc.unreal.assign_origin_to_root(...)
Signature
assign_origin_to_root(controller, root_joint)
Target
unreal_tools.control_rig.assign_origin_to_root
Source
unreal_tools/control_rig.py:525
Name status
Friendly call available

:param controller: control_rig_bp.get_modular_rig_controller() :param root_joint: actual top joint name :return:

Parameters

  • controller · required
  • root_joint · required

attach_editable_character_fx

api.dcc.unreal.attach_editable_character_fx(...)
Signature
attach_editable_character_fx(
Target
unreal_tools.niagara.attach_editable_character_fx
Source
unreal_tools/niagara.py:357
Name status
Friendly call available

Parameters

  • blueprint_path · required
  • source_system_path · default '/Game/Variant_Platforming/VFX/NS_Jump_Trail'
  • system_path · default '/Game/AIStudio/Prototypes/Niagara/NS_AIStudio_CharacterAura'
  • component_name · default 'AIStudio_AuraFX'
  • socket_name · default 'spine_03'
  • parameters · default None
  • extra_components · default None
  • native_binding_chunk_size · default 2
  • disable_native_graph_binding · default False
  • save · default True

author_baseline

api.dcc.unreal.author_baseline(...)
Signature
author_baseline(
Target
unreal_tools.behavior_tree.author_baseline
Source
unreal_tools/behavior_tree.py:8
Name status
Friendly call available

Authors a Root to Selector to Wait Behavior Tree baseline. :param behavior_tree_path: Unreal Behavior Tree content path :param blackboard_path: optional Blackboard Data content path :param wait_seconds: Wait task duration :param save: whether to save the Behavior Tree package :return: JSON plugin authoring receipt

Parameters

  • behavior_tree_path · required
  • blackboard_path · default ''
  • wait_seconds · default 1.0
  • save · default True

Related functions

author_camera_cuts

api.dcc.unreal.author_camera_cuts(...)
Signature
author_camera_cuts(
Target
unreal_tools.sequencer.author_camera_cuts
Source
unreal_tools/sequencer.py:224
Name status
Friendly call available

Authors spawnable cinematic cameras, transform keys, and camera cuts. :param sequence_path: Unreal Level Sequence content path :param cameras: ordered camera specifications with names, ranges, and transform keys :param display_rate: display frames per second :param replace_existing: whether to replace existing camera cuts and same-named bindings :param save: whether to save the sequence package :return: JSON authoring and structural readback receipt

Parameters

  • sequence_path · required
  • cameras · required
  • display_rate · default 30
  • replace_existing · default False
  • save · default True

author_canvas_text

api.dcc.unreal.author_canvas_text(...)
Signature
author_canvas_text(
Target
unreal_tools.widget.author_canvas_text
Source
unreal_tools/widget.py:8
Name status
Friendly call available

Authors a CanvasPanel and TextBlock in a Widget Blueprint. :param widget_blueprint_path: Unreal Widget Blueprint content path :param root_name: root CanvasPanel name :param text_name: child TextBlock name :param text: text content :param save: whether to save the Widget Blueprint package :return: JSON plugin authoring receipt

Parameters

  • widget_blueprint_path · required
  • root_name · default 'RootCanvas'
  • text_name · default 'TitleText'
  • text · default 'Tech Connector'
  • save · default True

Related functions

author_from_spec

api.dcc.unreal.author_from_spec(...)
Signature
author_from_spec(widget_blueprint_path, widgets, save=True)
Target
unreal_tools.widget.author_from_spec
Source
unreal_tools/widget.py:43
Name status
Friendly call available

Authors a validated Widget Blueprint hierarchy from a specification. :param widget_blueprint_path: Unreal Widget Blueprint content path :param widgets: widget hierarchy specification or widget list :param save: whether to save the Widget Blueprint package :return: JSON plugin authoring receipt

Parameters

  • widget_blueprint_path · required
  • widgets · required
  • save · default True

Related functions

author_task_graph

api.dcc.unreal.author_task_graph(...)
Signature
author_task_graph(
Target
unreal_tools.behavior_tree.author_task_graph
Source
unreal_tools/behavior_tree.py:75
Name status
Friendly call available

Authors a mixed Move To and Wait Behavior Tree task graph. :param behavior_tree_path: Unreal Behavior Tree content path :param blackboard_path: Blackboard Data content path used by Move To tasks :param tasks: ordered task specifications :param composite_type: selector or sequence :param save: whether to save the Behavior Tree package :return: JSON plugin authoring receipt

Parameters

  • behavior_tree_path · required
  • blackboard_path · required
  • tasks · required
  • composite_type · default 'sequence'
  • save · default True

Related functions

author_wait_graph

api.dcc.unreal.author_wait_graph(...)
Signature
author_wait_graph(
Target
unreal_tools.behavior_tree.author_wait_graph
Source
unreal_tools/behavior_tree.py:40
Name status
Friendly call available

Authors a Selector or Sequence with one or more Wait task children. :param behavior_tree_path: Unreal Behavior Tree content path :param blackboard_path: optional Blackboard Data content path :param composite_type: selector or sequence :param wait_seconds: ordered Wait task durations :param save: whether to save the Behavior Tree package :return: JSON plugin authoring receipt

Parameters

  • behavior_tree_path · required
  • blackboard_path · default ''
  • composite_type · default 'selector'
  • wait_seconds · default (1.0,)
  • save · default True

Related functions

begin_pie

api.dcc.unreal.begin_pie(...)
Signature
begin_pie(simulate=False)
Target
unreal_tools.runtime.begin_pie
Source
unreal_tools/runtime.py:58
Name status
Friendly call available

Parameters

  • simulate · default False

Related functions

build_ai_studio_bridge_plugin

api.dcc.unreal.build_ai_studio_bridge_plugin(...)
Signature
build_ai_studio_bridge_plugin(
Target
unreal_tools.unreal_project_data.build_ai_studio_bridge_plugin
Source
unreal_tools/unreal_project_data.py:333
Name status
Friendly call available

Build, install, and enable AIStudioBridge while streaming progress.

Parameters

  • uproject_path · required
  • source_plugin_root · default None
  • progress_callback · default None

Related functions

build_arm_modules

api.dcc.unreal.build_arm_modules(...)
Signature
build_arm_modules(controller, arm_joints)
Target
unreal_tools.control_rig.build_arm_modules
Source
unreal_tools/control_rig.py:397
Name status
Friendly call available

:param controller: control_rig_bp.get_modular_rig_controller() :param arm_joints: :return:

Parameters

  • controller · required
  • arm_joints · required

Related functions

build_feet_modules

api.dcc.unreal.build_feet_modules(...)
Signature
build_feet_modules(controller, foot_joints)
Target
unreal_tools.control_rig.build_feet_modules
Source
unreal_tools/control_rig.py:470
Name status
Friendly call available

:param controller: control_rig_bp.get_modular_rig_controller() :param foot_joints: :return:

Parameters

  • controller · required
  • foot_joints · required

Related functions

build_finger_modules

api.dcc.unreal.build_finger_modules(...)
Signature
build_finger_modules(controller, joint_map)
Target
unreal_tools.control_rig.build_finger_modules
Source
unreal_tools/control_rig.py:317
Name status
Friendly call available

:param controller: control_rig_bp.get_modular_rig_controller() :param joint_map: :return:

Parameters

  • controller · required
  • joint_map · required

Related functions

build_import_options

api.dcc.unreal.build_import_options(...)
Signature
build_import_options(skeleton_path)
Target
unreal_tools.sequence_importer.build_import_options
Source
unreal_tools/sequence_importer.py:1140
Name status
Friendly call available

Creates the import options for importing an animation in Unreal Engine. :param skeleton_path: Path to the skeleton asset for the animation. :return: Unreal FBX import UI object with specified settings.

Parameters

  • skeleton_path · required

Related functions

build_leg_modules

api.dcc.unreal.build_leg_modules(...)
Signature
build_leg_modules(controller, leg_joints, spine_joints)
Target
unreal_tools.control_rig.build_leg_modules
Source
unreal_tools/control_rig.py:219
Name status
Friendly call available

:param controller: control_rig_bp.get_modular_rig_controller() :param leg_joints: :param spine_joints: :return:

Parameters

  • controller · required
  • leg_joints · required
  • spine_joints · required

Related functions

build_modular_fk_control_rig

api.dcc.unreal.build_modular_fk_control_rig(...)
Signature
build_modular_fk_control_rig(skeletal_mesh_name, rig_name, joint_map)
Target
unreal_tools.control_rig.build_modular_fk_control_rig
Source
unreal_tools/control_rig.py:896
Name status
Friendly call available

:param skeletal_mesh_name: :param rig_name: :param joint_map: :return:

Parameters

  • skeletal_mesh_name · required
  • rig_name · required
  • joint_map · required

Related functions

build_neck_module

api.dcc.unreal.build_neck_module(...)
Signature
build_neck_module(controller, neck_joints)
Target
unreal_tools.control_rig.build_neck_module
Source
unreal_tools/control_rig.py:273
Name status
Friendly call available

:param controller: control_rig_bp.get_modular_rig_controller() :param neck_joints: :return:

Parameters

  • controller · required
  • neck_joints · required

Related functions

build_shoulder_modules

api.dcc.unreal.build_shoulder_modules(...)
Signature
build_shoulder_modules(controller)
Target
unreal_tools.control_rig.build_shoulder_modules
Source
unreal_tools/control_rig.py:367
Name status
Friendly call available

:param controller: control_rig_bp.get_modular_rig_controller() :return:

Parameters

  • controller · required

Related functions

build_spine_module

api.dcc.unreal.build_spine_module(...)
Signature
build_spine_module(controller, spine_joints)
Target
unreal_tools.control_rig.build_spine_module
Source
unreal_tools/control_rig.py:176
Name status
Friendly call available

:param controller: control_rig_bp.get_modular_rig_controller() :param spine_joints: :return:

Parameters

  • controller · required
  • spine_joints · required

Related functions

character_asset_folder

api.dcc.unreal.character_asset_folder(...)
Signature
character_asset_folder(parent_path: str, rig_name: str) -> str
Target
unreal_tools.skeletal_mesh_import.character_asset_folder
Source
unreal_tools/skeletal_mesh_import.py:10
Name status
Friendly call available

Return the per-character Unreal folder below *parent_path*.

Parameters

  • parent_path · str · required
  • rig_name · str · required

cinematic_payload_from_manifest

api.dcc.unreal.cinematic_payload_from_manifest(...)
Signature
cinematic_payload_from_manifest(value: Mapping[str, Any]) -> dict[str, list[dict[str, Any]]]
Target
unreal_tools.sequence_import_contract.cinematic_payload_from_manifest
Source
unreal_tools/sequence_import_contract.py:153
Name status
Friendly call available

Convert the v2 contract to the established Sequencer assembly payload.

Parameters

  • value · Mapping[str, Any] · required

Related functions

compile_and_save_anim_blueprint

api.dcc.unreal.compile_and_save_anim_blueprint(...)
Signature
compile_and_save_anim_blueprint(anim_bp_path)
Target
unreal_tools.animation.compile_and_save_anim_blueprint
Source
unreal_tools/animation.py:643
Name status
Friendly call available

Parameters

  • anim_bp_path · required

Related functions

compile_and_save_blueprint

api.dcc.unreal.compile_and_save_blueprint(...)
Signature
compile_and_save_blueprint(asset_path)
Target
unreal_tools.blueprint.compile_and_save_blueprint
Source
unreal_tools/blueprint.py:435
Name status
Friendly call available

Compile a Blueprint and save it to disk if compilation succeeds.

Parameters

  • asset_path · required

Related functions

compile_blueprint

api.dcc.unreal.compile_blueprint(...)
Signature
compile_blueprint(asset_path)
Target
unreal_tools.blueprint.compile_blueprint
Source
unreal_tools/blueprint.py:426
Name status
Friendly call available

Parameters

  • asset_path · required

Related functions

configure_arm_reference_axes

api.dcc.unreal.configure_arm_reference_axes(...)
Signature
configure_arm_reference_axes(blueprint, joint_map)
Target
unreal_tools.control_rig.configure_arm_reference_axes
Source
unreal_tools/control_rig.py:573
Name status
Friendly call available

Choose explicit limb axes that preserve the imported reference pose.

Parameters

  • blueprint · required
  • joint_map · required

Related functions

configure_blueprint_replication

api.dcc.unreal.configure_blueprint_replication(...)
Signature
configure_blueprint_replication(
Target
unreal_tools.networking.configure_blueprint_replication
Source
unreal_tools/networking.py:17
Name status
Friendly call available

Configure replication metadata through the reflected first-party bridge.

Parameters

  • blueprint_path · required
  • replicated_variables · default None
  • rep_notify_variables · default None
  • server_rpc_functions · default None
  • reliable · default True
  • save · default True

connect_node_pins

api.dcc.unreal.connect_node_pins(...)
Signature
connect_node_pins(
Target
unreal_tools.blueprint.connect_node_pins
Source
unreal_tools/blueprint.py:612
Name status
Friendly call available

Parameters

  • blueprint_path · required
  • graph_name · required
  • source_node · required
  • source_pin · required
  • target_node · required
  • target_pin · required
  • save · default True

Related functions

connect_rig_nodes

api.dcc.unreal.connect_rig_nodes(...)
Signature
connect_rig_nodes(rig_path, source_node, source_pin, target_node, target_pin, save=True)
Target
unreal_tools.control_rig.connect_rig_nodes
Source
unreal_tools/control_rig.py:1016
Name status
Friendly call available

Parameters

  • rig_path · required
  • source_node · required
  • source_pin · required
  • target_node · required
  • target_pin · required
  • save · default True

Related functions

connect_to_forward_solve

api.dcc.unreal.connect_to_forward_solve(...)
Signature
connect_to_forward_solve(controller, graph, unit_node, forward_entry_node=None)
Target
unreal_tools.control_rig.connect_to_forward_solve
Source
unreal_tools/control_rig.py:81
Name status
Friendly call available

:param controller: :param graph: :param unit_node: :param forward_entry_node: :return:

Parameters

  • controller · required
  • graph · required
  • unit_node · required
  • forward_entry_node · default None

Related functions

create_blendspace

api.dcc.unreal.create_blendspace(...)
Signature
create_blendspace(
Target
unreal_tools.animation.create_blendspace
Source
unreal_tools/animation.py:831
Name status
Friendly call available

Create and configure a BlendSpace through the validated native bridge.

Parameters

  • asset_path · required
  • skeleton_path · required
  • samples · default None
  • animation_paths · default None
  • sample_layout · default 'speed_line'
  • axis_x · default None
  • axis_y · default None
  • save · default True

Related functions

create_by_class_path

api.dcc.unreal.create_by_class_path(...)
Signature
create_by_class_path(asset_path, class_path, initial_properties=None)
Target
unreal_tools.assets.create_by_class_path
Source
unreal_tools/assets.py:299
Name status
Friendly call available

Parameters

  • asset_path · required
  • class_path · required
  • initial_properties · default None

Related functions

create_cinematic_sequence

api.dcc.unreal.create_cinematic_sequence(...)
Signature
create_cinematic_sequence(
Target
unreal_tools.sequence_importer.create_cinematic_sequence
Source
unreal_tools/sequence_importer.py:1731
Name status
Friendly call available

Creates a master cinematic sequence and sub-sequences for each shot. Imports animations and adds actors accordingly. :param anim_dict: anim dictionary containing animation data, generated from maya export :param sequence_name: name of master sequence :param destination_path: Path to the directory where the cinematic sequence will be saved in Unreal Engine. :return: Path to the created master sequence.

Parameters

  • anim_dict · required
  • sequence_name · required
  • destination_path · default '/Game/Cinematics'
  • source_control_policy · default 'auto'

Related functions

create_control_rig_from_asset

api.dcc.unreal.create_control_rig_from_asset(...)
Signature
create_control_rig_from_asset(asset_path)
Target
unreal_tools.control_rig.create_control_rig_from_asset
Source
unreal_tools/control_rig.py:14
Name status
Friendly call available

Parameters

  • asset_path · required

Related functions

create_domain_asset

api.dcc.unreal.create_domain_asset(...)
Signature
create_domain_asset(
Target
unreal_tools.domain_assets.create_domain_asset
Source
unreal_tools/domain_assets.py:128
Name status
Friendly call available

Creates a supported domain asset with class, save, and registry readback. :param asset_type: supported Tech Connector domain asset type :param asset_path: destination Unreal content path :param overwrite: whether to delete the exact existing asset first :param dry_run: whether to validate without mutation :param cleanup_on_failure: whether to delete a newly created failed asset :return: JSON creation receipt

Parameters

  • asset_type · required
  • asset_path · required
  • overwrite · default False
  • dry_run · default False
  • cleanup_on_failure · default True

Related functions

create_emitter

api.dcc.unreal.create_emitter(...)
Signature
create_emitter(asset_path, template="empty", parameters=None)
Target
unreal_tools.niagara.create_emitter
Source
unreal_tools/niagara.py:201
Name status
Friendly call available

Parameters

  • asset_path · required
  • template · default 'empty'
  • parameters · default None

Related functions

create_float_track

api.dcc.unreal.create_float_track(...)
Signature
create_float_track(
Target
unreal_tools.sequencer.create_float_track
Source
unreal_tools/sequencer.py:91
Name status
Friendly call available

Creates a keyed master float track in a Level Sequence. :param sequence_path: Unreal Level Sequence content path :param track_name: display name for the float track :param keys: frame/value pairs :param display_rate: display frames per second :param replace_existing: whether to replace tracks with the same display name :param save: whether to save the sequence package :return: JSON authoring and key readback receipt

Parameters

  • sequence_path · required
  • track_name · required
  • keys · required
  • display_rate · default 30
  • replace_existing · default True
  • save · default True

Related functions

create_from_rows

api.dcc.unreal.create_from_rows(...)
Signature
create_from_rows(
Target
unreal_tools.data_tables.create_from_rows
Source
unreal_tools/data_tables.py:92
Name status
Friendly call available

Creates, fills, saves, and verifies a Data Table from JSON-compatible rows. :param asset_path: destination Unreal Data Table content path :param row_struct_path: native or asset-backed row ScriptStruct path :param rows: row dictionaries containing unique Name values :param overwrite: whether to replace the exact existing asset :param dry_run: whether to validate inputs without mutation :param cleanup_on_failure: whether to delete a newly created failed asset :return: JSON creation, fill, save, and row readback receipt

Parameters

  • asset_path · required
  • row_struct_path · required
  • rows · required
  • overwrite · default False
  • dry_run · default False
  • cleanup_on_failure · default True

create_from_template

api.dcc.unreal.create_from_template(...)
Signature
create_from_template(template, asset_path, parent_class="", parameters=None)
Target
unreal_tools.blueprint.create_from_template
Source
unreal_tools/blueprint.py:894
Name status
Friendly call available

Creates or loads a Blueprint and reports only operations actually performed. :param template: parent selection hint such as actor or character :param asset_path: destination Unreal content path :param parent_class: optional explicit Unreal parent class path :param parameters: reserved template parameters :return: JSON creation and postcondition receipt

Parameters

  • template · required
  • asset_path · required
  • parent_class · default ''
  • parameters · default None

Related functions

create_from_wave

api.dcc.unreal.create_from_wave(...)
Signature
create_from_wave(
Target
unreal_tools.sound_cue.create_from_wave
Source
unreal_tools/sound_cue.py:104
Name status
Friendly call available

Creates a playable Sound Cue from a Sound Wave and verifies its root node. :param asset_path: destination Unreal Sound Cue content path :param sound_wave_path: source Unreal Sound Wave content path :param looping: whether the generated Wave Player loops :param volume_multiplier: Sound Cue base volume multiplier :param pitch_multiplier: Sound Cue base pitch multiplier :param overwrite: whether to replace the exact existing asset :param dry_run: whether to validate inputs without mutation :param cleanup_on_failure: whether to delete a newly created failed asset :return: JSON creation, save, and playable-root readback receipt

Parameters

  • asset_path · required
  • sound_wave_path · required
  • looping · default False
  • volume_multiplier · default 1.0
  • pitch_multiplier · default 1.0
  • overwrite · default False
  • dry_run · default False
  • cleanup_on_failure · default True

create_gameplay_ability

api.dcc.unreal.create_gameplay_ability(...)
Signature
create_gameplay_ability(ability_name, save_path="")
Target
unreal_tools.gameplay.create_gameplay_ability
Source
unreal_tools/gameplay.py:188
Name status
Friendly call available

Creates a Gameplay Ability Blueprint asset. :param ability_name: asset name for the new Gameplay Ability Blueprint. :param save_path: optional content folder or full package path. :return: JSON creation and readback result.

Parameters

  • ability_name · required
  • save_path · default ''

create_grid_transform_graph

api.dcc.unreal.create_grid_transform_graph(...)
Signature
create_grid_transform_graph(
Target
unreal_tools.pcg.create_grid_transform_graph
Source
unreal_tools/pcg.py:120
Name status
Friendly call available

Authors a Grid to Transform to Output PCG graph. :param graph_path: Unreal PCG graph content path :param grid_extents: grid half extents :param cell_size: grid cell size :param offset: transform offset :param save: whether to save the graph package :return: JSON authoring receipt with graph readback

Parameters

  • graph_path · required
  • grid_extents · default (1000.0, 1000.0, 100.0)
  • cell_size · default (200.0, 200.0, 200.0)
  • offset · default (0.0, 0.0, 100.0)
  • save · default True

Related functions

create_ik_retargeter

api.dcc.unreal.create_ik_retargeter(...)
Signature
create_ik_retargeter(source_ik_rig_path, target_ik_rig_path, save_path="")
Target
unreal_tools.retarget.create_ik_retargeter
Source
unreal_tools/retarget.py:127
Name status
Friendly call available

Parameters

  • source_ik_rig_path · required
  • target_ik_rig_path · required
  • save_path · default ''

Related functions

create_ik_retargeter_from_template

api.dcc.unreal.create_ik_retargeter_from_template(...)
Signature
create_ik_retargeter_from_template(
Target
unreal_tools.retargeting.create_ik_retargeter_from_template
Source
unreal_tools/retargeting.py:142
Name status
Friendly call available

Duplicate a project retargeter, rebuild UE 5.8 ops, and map named chains.

Parameters

  • template_path · str · required
  • destination_path · str · required
  • asset_name · str · required
  • source_ik_rig_path · str · required
  • target_ik_rig_path · str · required
  • mapping_mode · str · default 'exact'
  • replace_existing · bool · default False
  • save · bool · default True

Related functions

create_level_sequence

api.dcc.unreal.create_level_sequence(...)
Signature
create_level_sequence(sequence_name, destination_path="/Game/Cinematics/")
Target
unreal_tools.sequence_importer.create_level_sequence
Source
unreal_tools/sequence_importer.py:1601
Name status
Friendly call available

Creates a new Level Sequence asset in the specified path. :param sequence_name: Name for the new Level Sequence. :param destination_path: Path where the Level Sequence will be created. :return: List containing the created Level Sequence asset and a boolean indicating if it was pre-existing.

Parameters

  • sequence_name · required
  • destination_path · default '/Game/Cinematics/'

Related functions

create_material

api.dcc.unreal.create_material(...)
Signature
create_material(asset_path, overwrite=False, dry_run=False)
Target
unreal_tools.materials.create_material
Source
unreal_tools/materials.py:161
Name status
Friendly call available

Creates a blank Material asset with save and registry readback. :param asset_path: destination Unreal material content path :param overwrite: whether to delete the exact existing asset first :param dry_run: whether to validate without mutation :return: JSON creation receipt

Parameters

  • asset_path · required
  • overwrite · default False
  • dry_run · default False

Related functions

create_material_from_spec

api.dcc.unreal.create_material_from_spec(...)
Signature
create_material_from_spec(
Target
unreal_tools.materials.create_material_from_spec
Source
unreal_tools/materials.py:315
Name status
Friendly call available

Creates, connects, compiles, saves, and verifies a Material graph specification. :param asset_path: destination Unreal material content path :param nodes: expression nodes with id, expression_class, position, and properties :param connections: expression-to-expression connections :param outputs: expression-to-MaterialProperty connections :param material_domain: Unreal MaterialDomain enum name :param material_properties: additional reflected Material properties :param overwrite: whether to replace the exact existing asset :param dry_run: whether to validate the graph specification without mutation :param cleanup_on_failure: whether to delete a newly created failed asset :return: JSON graph-authoring and readback receipt

Parameters

  • asset_path · required
  • nodes · required
  • connections · default None
  • outputs · default None
  • material_domain · default 'MD_SURFACE'
  • material_properties · default None
  • overwrite · default False
  • dry_run · default False
  • cleanup_on_failure · default True

Related functions

create_or_update_animation_blueprint

api.dcc.unreal.create_or_update_animation_blueprint(...)
Signature
create_or_update_animation_blueprint(skeleton_path, asset_path, template="locomotion")
Target
unreal_tools.animation.create_or_update_animation_blueprint
Source
unreal_tools/animation.py:495
Name status
Friendly call available

Create or reuse a base AnimBlueprint for a concrete Skeleton.

Parameters

  • skeleton_path · required
  • asset_path · required
  • template · default 'locomotion'

Related functions

create_parameterized_pbr_material

api.dcc.unreal.create_parameterized_pbr_material(...)
Signature
create_parameterized_pbr_material(
Target
unreal_tools.materials.create_parameterized_pbr_material
Source
unreal_tools/materials.py:213
Name status
Friendly call available

Creates a parameterized PBR Material and verifies its graph connections. :param asset_path: destination Unreal material content path :param base_color: RGBA default for BaseColor :param roughness: scalar roughness default :param metallic: scalar metallic default :param overwrite: whether to replace the exact existing asset :param dry_run: whether to validate without mutation :param cleanup_on_failure: whether to delete a newly created failed asset :return: JSON graph-authoring receipt

Parameters

  • asset_path · required
  • base_color · default (0.18, 0.35, 0.8, 1.0)
  • roughness · default 0.5
  • metallic · default 0.0
  • overwrite · default False
  • dry_run · default False
  • cleanup_on_failure · default True

Related functions

create_physics_asset

api.dcc.unreal.create_physics_asset(...)
Signature
create_physics_asset(skeletal_mesh_path: str, save_path: str = "", assign_to_mesh: bool = True) -> str
Target
unreal_tools.physics.create_physics_asset
Source
unreal_tools/physics.py:124
Name status
Friendly call available

Parameters

  • skeletal_mesh_path · str · required
  • save_path · str · default ''
  • assign_to_mesh · bool · default True

create_pose_search_database

api.dcc.unreal.create_pose_search_database(...)
Signature
create_pose_search_database(
Target
unreal_tools.motion_matching.create_pose_search_database
Source
unreal_tools/motion_matching.py:63
Name status
Friendly call available

Parameters

  • skeleton_path · str · required
  • animation_paths · list[str] · required
  • asset_path · str · required
  • schema_path · str · default ''
  • sample_rate · int · default 30

Related functions

create_schema

api.dcc.unreal.create_schema(...)
Signature
create_schema(
Target
unreal_tools.motion_matching.create_schema
Source
unreal_tools/motion_matching.py:120
Name status
Friendly call available

Parameters

  • skeleton_path · str · required
  • asset_path · str · required
  • channels · list[dict] | None · default None
  • sample_rate · int · default 30

Related functions

create_sine_tone_source

api.dcc.unreal.create_sine_tone_source(...)
Signature
create_sine_tone_source(
Target
unreal_tools.metasound.create_sine_tone_source
Source
unreal_tools/metasound.py:61
Name status
Friendly call available

Authors and serializes a mono MetaSound sine tone source. :param asset_path: destination Unreal content path :param frequency: oscillator frequency in Hertz :param author: MetaSound document author :param overwrite: whether to replace the exact existing asset :param dry_run: whether to validate without mutation :param cleanup_on_failure: whether to delete a newly created failed asset :return: JSON builder, connection, save, and graph readback receipt

Parameters

  • asset_path · required
  • frequency · default 440.0
  • author · default 'Tech Connector'
  • overwrite · default False
  • dry_run · default False
  • cleanup_on_failure · default True

Related functions

create_source_from_spec

api.dcc.unreal.create_source_from_spec(...)
Signature
create_source_from_spec(
Target
unreal_tools.metasound.create_source_from_spec
Source
unreal_tools/metasound.py:185
Name status
Friendly call available

Creates a mono MetaSound Source from registered nodes and named vertices. :param asset_path: destination Unreal content path :param nodes: registered node specifications with ids, class names, inputs, and locations :param connections: source-node/output to target-node/input specifications :param author: MetaSound document author :param overwrite: whether to replace the exact existing asset :param dry_run: whether to validate the request without mutation :param cleanup_on_failure: whether to delete a newly created failed asset :return: JSON Builder results, graph structure, save state, and readback

Parameters

  • asset_path · required
  • nodes · required
  • connections · required
  • author · default 'Tech Connector'
  • overwrite · default False
  • dry_run · default False
  • cleanup_on_failure · default True

Related functions

create_validation_map

api.dcc.unreal.create_validation_map(...)
Signature
create_validation_map(map_path="/Game/Developers/AI_Validation/Disposable_TestMap", spawn_actors=None, test_steps=None, save=True)
Target
unreal_tools.level.create_validation_map
Source
unreal_tools/level.py:261
Name status
Friendly call available

Create/open a disposable validation map and return editor readback evidence.

Parameters

  • map_path · default '/Game/Developers/AI_Validation/Disposable_TestMap'
  • spawn_actors · default None
  • test_steps · default None
  • save · default True

create_variable

api.dcc.unreal.create_variable(...)
Signature
create_variable(
Target
unreal_tools.blueprint.create_variable
Source
unreal_tools/blueprint.py:266
Name status
Friendly call available

Create a typed Blueprint member variable and verify generated-class readback.

Parameters

  • blueprint_path · required
  • variable_name · required
  • variable_type · required
  • is_array · default False
  • default_value · default None
  • save · default True

Related functions

delete_actor

api.dcc.unreal.delete_actor(...)
Signature
delete_actor(actor_query, dry_run=False)
Target
unreal_tools.level.delete_actor
Source
unreal_tools/level.py:331
Name status
Friendly call available

Parameters

  • actor_query · required
  • dry_run · default False

Related functions

delete_assets

api.dcc.unreal.delete_assets(...)
Signature
delete_assets(asset_paths, dry_run=False)
Target
unreal_tools.assets.delete_assets
Source
unreal_tools/assets.py:213
Name status
Friendly call available

Deletes exact Unreal assets idempotently. :param asset_paths: asset path or paths to delete :param dry_run: whether to inspect without mutation :return: JSON deletion receipt

Parameters

  • asset_paths · required
  • dry_run · default False

Related functions

delete_emitter

api.dcc.unreal.delete_emitter(...)
Signature
delete_emitter(system_path: str, emitter_name: str) -> str
Target
unreal_tools.niagara.delete_emitter
Source
unreal_tools/niagara.py:386
Name status
Friendly call available

Parameters

  • system_path · str · required
  • emitter_name · str · required

Related functions

delete_state_from_state_machine

api.dcc.unreal.delete_state_from_state_machine(...)
Signature
delete_state_from_state_machine(anim_bp_path, state_machine_name, state_name)
Target
unreal_tools.animation.delete_state_from_state_machine
Source
unreal_tools/animation.py:713
Name status
Friendly call available

Parameters

  • anim_bp_path · required
  • state_machine_name · required
  • state_name · required

Related functions

delete_state_transition

api.dcc.unreal.delete_state_transition(...)
Signature
delete_state_transition(anim_bp_path, from_state, to_state)
Target
unreal_tools.animation.delete_state_transition
Source
unreal_tools/animation.py:724
Name status
Friendly call available

Parameters

  • anim_bp_path · required
  • from_state · required
  • to_state · required

Related functions

delete_track

api.dcc.unreal.delete_track(...)
Signature
delete_track(sequence_path, track_name, save=True)
Target
unreal_tools.sequencer.delete_track
Source
unreal_tools/sequencer.py:39
Name status
Friendly call available

Parameters

  • sequence_path · required
  • track_name · required
  • save · default True

Related functions

describe_node_action

api.dcc.unreal.describe_node_action(...)
Signature
describe_node_action(blueprint_path, graph_name, palette_action)
Target
unreal_tools.blueprint.describe_node_action
Source
unreal_tools/blueprint.py:673
Name status
Friendly call available

Read an exact context-filtered palette action and pin signature without mutation.

Parameters

  • blueprint_path · required
  • graph_name · required
  • palette_action · required

Related functions

detect_new_custom_attrs_from_animation

api.dcc.unreal.detect_new_custom_attrs_from_animation(...)
Signature
detect_new_custom_attrs_from_animation(anim_path, bp_path)
Target
unreal_tools.blueprint_variables.detect_new_custom_attrs_from_animation
Source
unreal_tools/blueprint_variables.py:3
Name status
Friendly call available

:param anim_path: Path to Anim Sequence :param bp_path: Path to the Blueprint to query and edit :return:

Parameters

  • anim_path · required
  • bp_path · required

discover_matching_ik_retargeters

api.dcc.unreal.discover_matching_ik_retargeters(...)
Signature
discover_matching_ik_retargeters(
Target
unreal_tools.retargeting.discover_matching_ik_retargeters
Source
unreal_tools/retargeting.py:262
Name status
Friendly call available

Find project retargeters whose rig meshes match both requested skeletons.

Parameters

  • source_skeletal_mesh_path · str · required
  • target_skeletal_mesh_path · str · required

Related functions

duplicate_asset

api.dcc.unreal.duplicate_asset(...)
Signature
duplicate_asset(source_asset_path, target_asset_path, dry_run=False)
Target
unreal_tools.assets.duplicate_asset
Source
unreal_tools/assets.py:268
Name status
Friendly call available

Parameters

  • source_asset_path · required
  • target_asset_path · required
  • dry_run · default False

Related functions

end_pie

api.dcc.unreal.end_pie(...)
Signature
end_pie()
Target
unreal_tools.runtime.end_pie
Source
unreal_tools/runtime.py:102
Name status
Friendly call available

Parameters

None documented.

Related functions

ensure_unreal_python_plugin_enabled

api.dcc.unreal.ensure_unreal_python_plugin_enabled(...)
Signature
ensure_unreal_python_plugin_enabled(uproject_path)
Target
unreal_tools.unreal_project_data.ensure_unreal_python_plugin_enabled
Source
unreal_tools/unreal_project_data.py:121
Name status
Friendly call available

Enables PythonScriptPlugin in the .uproject if the project does not already declare it. Unreal needs this plugin for startup Python scripts.

Parameters

  • uproject_path · required

Related functions

export_animation_assets

api.dcc.unreal.export_animation_assets(...)
Signature
export_animation_assets(asset_paths: Iterable[str], destination: str = "") -> dict[str, Any]
Target
unreal_tools.animation_interchange_exporter.export_animation_assets
Source
unreal_tools/animation_interchange_exporter.py:14
Name status
Friendly call available

Parameters

  • asset_paths · Iterable[str] · required
  • destination · str · default ''

Related functions

export_selected_animation_assets

api.dcc.unreal.export_selected_animation_assets(...)
Signature
export_selected_animation_assets(destination: str = "") -> dict[str, Any]
Target
unreal_tools.animation_interchange_exporter.export_selected_animation_assets
Source
unreal_tools/animation_interchange_exporter.py:53
Name status
Friendly call available

Parameters

  • destination · str · default ''

Related functions

extract_shot_number_from_path

api.dcc.unreal.extract_shot_number_from_path(...)
Signature
extract_shot_number_from_path(export_path)
Target
unreal_tools.sequence_importer.extract_shot_number_from_path
Source
unreal_tools/sequence_importer.py:835
Name status
Friendly call available

Extracts the shot number from the export path, which contains 'shot' as part of its name. :param export_path: The export path containing the shot number (e.g., "MyAnimation_Shot1_Anim.fbx"). :return: The shot number as an integer (e.g., 1 for "Shot1"), or None if not found.

Parameters

  • export_path · required

Related functions

find_actor_by_blueprint_or_skeletal_mesh

api.dcc.unreal.find_actor_by_blueprint_or_skeletal_mesh(...)
Signature
find_actor_by_blueprint_or_skeletal_mesh(blueprint_path=None, skeletal_mesh_path=None, shot_sequence=None, namespace=None)
Target
unreal_tools.sequence_importer.find_actor_by_blueprint_or_skeletal_mesh
Source
unreal_tools/sequence_importer.py:1429
Name status
Friendly call available

Helper function to find an actor in the current level by its blueprint or directly by SkeletalMeshActor. It also returns the possessable for the found actor and the actor's components. :param blueprint_path: (Optional) The path to the blueprint asset. Can be None if searching for SkeletalMeshActor. :param skeletal_mesh_path: (Optional) The path to the Skeletal Mesh asset if no blueprint exists. :param shot_sequence: The LevelSequence to search for the possessable. :return: Tuple (actor, possessable, components) if found, else (None, None, None).

Parameters

  • blueprint_path · default None
  • skeletal_mesh_path · default None
  • shot_sequence · default None
  • namespace · default None

Related functions

find_asset_path_by_name

api.dcc.unreal.find_asset_path_by_name(...)
Signature
find_asset_path_by_name(file_name, expected_class="", directory="/Game", allow_engine=False)
Target
unreal_tools.assets.find_asset_path_by_name
Source
unreal_tools/assets.py:124
Name status
Friendly call available

Resolve a user-facing Unreal asset name/path to a package path. This is the shared version of the old `find_uasset_path` pattern. It accepts `/Game/...`, `/Game/Asset.Asset`, or a bare asset name such as `Run_Fwd`. Returns the package path form expected by most EditorAssetLibrary/load_asset APIs, for example `/Game/Animations/Run_Fwd`.

Parameters

  • file_name · required
  • expected_class · default ''
  • directory · default '/Game'
  • allow_engine · default False

Related functions

find_binding_for_component

api.dcc.unreal.find_binding_for_component(...)
Signature
find_binding_for_component(sequence_path, component_name)
Target
unreal_tools.sequence_importer.find_binding_for_component
Source
unreal_tools/sequence_importer.py:1496
Name status
Friendly call available

Finds the MovieSceneBinding in the Level Sequence located at the given path that corresponds to the specified component in the current level. :param sequence_path: The path to the Level Sequence asset in the content browser. :param component_name: The component name to match against the Level Sequence bindings. :return: The MovieSceneBinding if found, else None.

Parameters

  • sequence_path · required
  • component_name · required

Related functions

find_camera_component_in_scene

api.dcc.unreal.find_camera_component_in_scene(...)
Signature
find_camera_component_in_scene()
Target
unreal_tools.sequence_importer.find_camera_component_in_scene
Source
unreal_tools/sequence_importer.py:1518
Name status
Friendly call available

Finds the CineCameraActor in the scene that should be used for the camera animation. :return: The CineCameraActor component if found, else None.

Parameters

None documented.

Related functions

find_compatible_animations

api.dcc.unreal.find_compatible_animations(...)
Signature
find_compatible_animations(skeleton_path, directory="/Game/")
Target
unreal_tools.animation.find_compatible_animations
Source
unreal_tools/animation.py:476
Name status
Friendly call available

Parameters

  • skeleton_path · required
  • directory · default '/Game/'

Related functions

find_possessable_for_actor

api.dcc.unreal.find_possessable_for_actor(...)
Signature
find_possessable_for_actor(actor, shot_sequence)
Target
unreal_tools.sequence_importer.find_possessable_for_actor
Source
unreal_tools/sequence_importer.py:1481
Name status
Friendly call available

Find the possessable for the given actor in the provided shot sequence. :param actor: The actor to search for. :param shot_sequence: The LevelSequence to search within. :return: The possessable object if found, otherwise None.

Parameters

  • actor · required
  • shot_sequence · required

Related functions

find_references

api.dcc.unreal.find_references(...)
Signature
find_references(target_name, folder_path="/Game/")
Target
unreal_tools.project.find_references
Source
unreal_tools/project.py:105
Name status
Friendly call available

Parameters

  • target_name · required
  • folder_path · default '/Game/'

find_skeletal_meshes_using_skeleton

api.dcc.unreal.find_skeletal_meshes_using_skeleton(...)
Signature
find_skeletal_meshes_using_skeleton(skeleton_asset_path)
Target
unreal_tools.sequence_importer.find_skeletal_meshes_using_skeleton
Source
unreal_tools/sequence_importer.py:549
Name status
Friendly call available

Finds all Skeletal Mesh assets that use the given Skeleton asset. :param skeleton_asset_path: The full asset path to the Skeleton (e.g. "/Game/Characters/Hero/Hero_Skeleton") :return: A list of SkeletalMesh asset objects that use the given Skeleton.

Parameters

  • skeleton_asset_path · required

Related functions

finish_import_result

api.dcc.unreal.finish_import_result(...)
Signature
finish_import_result(result: Mapping[str, Any]) -> dict[str, Any]
Target
unreal_tools.sequence_import_contract.finish_import_result
Source
unreal_tools/sequence_import_contract.py:138
Name status
Friendly call available

Parameters

  • result · Mapping[str, Any] · required

Related functions

get_actor_from_binding

api.dcc.unreal.get_actor_from_binding(...)
Signature
get_actor_from_binding(sequence_path, blueprint_binding)
Target
unreal_tools.sequence_importer.get_actor_from_binding
Source
unreal_tools/sequence_importer.py:1240
Name status
Friendly call available

Retrieve the actor bound to a sequence via the blueprint binding. :param sequence_path: Path to the Level Sequence. :param blueprint_binding: The binding that we are checking. :return: Actor or None if not found.

Parameters

  • sequence_path · required
  • blueprint_binding · required

Related functions

get_actor_from_possessable

api.dcc.unreal.get_actor_from_possessable(...)
Signature
get_actor_from_possessable(sequence_path, actor_binding)
Target
unreal_tools.sequence_importer.get_actor_from_possessable
Source
unreal_tools/sequence_importer.py:1219
Name status
Friendly call available

Retrieves the actor bound to the given possessable within a Level Sequence. :param actor_binding: The possessable (actor binding) in the sequence. :param sequence_path: The level sequence to search within. :return: The actor bound to the possessable, or None if not found.

Parameters

  • sequence_path · required
  • actor_binding · required

Related functions

get_all_assets_of_type

api.dcc.unreal.get_all_assets_of_type(...)
Signature
get_all_assets_of_type(type='Skeleton', directory="/Game/")
Target
unreal_tools.get_skeletons.get_all_assets_of_type
Source
unreal_tools/get_skeletons.py:4
Name status
Friendly call available

Return stable Asset Registry identities for one Unreal asset class.

Parameters

  • type · default 'Skeleton'
  • directory · default '/Game/'

get_blueprint_binding_in_sequence

api.dcc.unreal.get_blueprint_binding_in_sequence(...)
Signature
get_blueprint_binding_in_sequence(blueprint_path, sequence_path)
Target
unreal_tools.sequence_importer.get_blueprint_binding_in_sequence
Source
unreal_tools/sequence_importer.py:734
Name status
Friendly call available

Returns the binding for a Blueprint actor in the Level Sequence, if it exists. Compares the binding name to the actor name. :param blueprint_path: Path to the Blueprint asset (e.g., "/Game/Blueprints/MyActorBP") :param sequence_path: Path to the Level Sequence asset (e.g., "/Game/Cinematics/MySequence") :return: The binding (MovieSceneBindingProxy) if found, else None

Parameters

  • blueprint_path · required
  • sequence_path · required

Related functions

get_blueprint_class_from_binding

api.dcc.unreal.get_blueprint_class_from_binding(...)
Signature
get_blueprint_class_from_binding(blueprint_binding)
Target
unreal_tools.sequence_importer.get_blueprint_class_from_binding
Source
unreal_tools/sequence_importer.py:1271
Name status
Friendly call available

Retrieves the Blueprint class from the binding. :param blueprint_binding: The MovieSceneBindingProxy for the blueprint. :return: The BlueprintGeneratedClass for the actor in the binding.

Parameters

  • blueprint_binding · required

Related functions

get_blueprint_graphs

api.dcc.unreal.get_blueprint_graphs(...)
Signature
get_blueprint_graphs(blueprint)
Target
unreal_tools.blueprint_events.get_blueprint_graphs
Source
unreal_tools/blueprint_events.py:4
Name status
Friendly call available

Parameters

  • blueprint · required

Related functions

get_blueprints_using_skeleton

api.dcc.unreal.get_blueprints_using_skeleton(...)
Signature
get_blueprints_using_skeleton(skeleton_path, asset_registry=None, mesh_string=None)
Target
unreal_tools.sequence_importer.get_blueprints_using_skeleton
Source
unreal_tools/sequence_importer.py:671
Name status
Friendly call available

Finds all Blueprints using a given skeleton, prioritizing CinematicCharacter Blueprints, and only checks for CinematicCharacter, Actor, and Character Blueprints. :param skeleton_path: The asset path of the skeleton (e.g., "/Game/Characters/Hero/Hero_Skeleton") :return: A list of Blueprint asset paths, prioritizing CinematicCharacter BPs.

Parameters

  • skeleton_path · required
  • asset_registry · default None
  • mesh_string · default None

Related functions

get_blueprints_using_skeleton_cmd

api.dcc.unreal.get_blueprints_using_skeleton_cmd(...)
Signature
get_blueprints_using_skeleton_cmd(skeleton_path, asset_registry=None)
Target
unreal_tools.sequence_importer.get_blueprints_using_skeleton_cmd
Source
unreal_tools/sequence_importer.py:591
Name status
Friendly call available

Finds all Blueprints using a given skeleton, prioritizing CinematicCharacter Blueprints, and only checks for CinematicCharacter, Actor, and Character Blueprints. :param skeleton_path: The asset path of the skeleton (e.g., "/Game/Characters/Hero/Hero_Skeleton") :return: A list of Blueprint asset paths, prioritizing CinematicCharacter BPs.

Parameters

  • skeleton_path · required
  • asset_registry · default None

Related functions

get_bone_hierarchy

api.dcc.unreal.get_bone_hierarchy(...)
Signature
get_bone_hierarchy(skeletal_mesh_path)
Target
unreal_tools.control_rig.get_bone_hierarchy
Source
unreal_tools/control_rig.py:124
Name status
Friendly call available

:param skeletal_mesh_path: Path to skeletal mesh being used :return:

Parameters

  • skeletal_mesh_path · required

Related functions

get_compile_errors

api.dcc.unreal.get_compile_errors(...)
Signature
get_compile_errors(blueprint_path)
Target
unreal_tools.blueprint.get_compile_errors
Source
unreal_tools/blueprint.py:645
Name status
Friendly call available

Parameters

  • blueprint_path · required

Related functions

get_control_rig_class

api.dcc.unreal.get_control_rig_class(...)
Signature
get_control_rig_class(control_rig_path = "Face_ControlBoard_CtrlRig")
Target
unreal_tools.sequence_importer.get_control_rig_class
Source
unreal_tools/sequence_importer.py:463
Name status
Friendly call available

:param control_rig_path: :return:

Parameters

  • control_rig_path · default 'Face_ControlBoard_CtrlRig'

Related functions

get_dependencies

api.dcc.unreal.get_dependencies(...)
Signature
get_dependencies(asset_path, recursive=True)
Target
unreal_tools.assets.get_dependencies
Source
unreal_tools/assets.py:72
Name status
Friendly call available

Parameters

  • asset_path · required
  • recursive · default True

get_engine_association

api.dcc.unreal.get_engine_association(...)
Signature
get_engine_association(uproject_path)
Target
unreal_tools.unreal_project_data.get_engine_association
Source
unreal_tools/unreal_project_data.py:15
Name status
Friendly call available

Returns the Engine Version for the uproject :param uproject_path: actual uproject path :return: If found, returns the Engine Version for the unreal version

Parameters

  • uproject_path · required

Related functions

get_existing_blueprint_mesh_components_in_level_sequence

api.dcc.unreal.get_existing_blueprint_mesh_components_in_level_sequence(...)
Signature
get_existing_blueprint_mesh_components_in_level_sequence(blueprint, sequence_path, actor =None)
Target
unreal_tools.sequence_importer.get_existing_blueprint_mesh_components_in_level_sequence
Source
unreal_tools/sequence_importer.py:1295
Name status
Friendly call available

Detects existing mesh components (such as 'Mesh', 'Body', and 'Face') that have already been added to the Level Sequence from the given blueprint. :param blueprint: The Blueprint path to check for mesh components. :param sequence_path: The Level Sequence path to check for bindings. :return: A list of detected mesh components that are already bound in the sequence.

Parameters

  • blueprint · required
  • sequence_path · required
  • actor · default None

Related functions

get_finger_joints

api.dcc.unreal.get_finger_joints(...)
Signature
get_finger_joints(joint_map, finger_name, side="Left")
Target
unreal_tools.control_rig.get_finger_joints
Source
unreal_tools/control_rig.py:151
Name status
Friendly call available

:param joint_map: mapping from HIK UI (maya_tools/Rigging/mocap) :param finger_name: :param side: :return:

Parameters

  • joint_map · required
  • finger_name · required
  • side · default 'Left'

Related functions

get_full_range

api.dcc.unreal.get_full_range(...)
Signature
get_full_range(level_sequence)
Target
unreal_tools.sequence_importer.get_full_range
Source
unreal_tools/sequence_importer.py:1205
Name status
Friendly call available

gets range for use in get_bound_objects :param level_sequence: level sequence asset :return:

Parameters

  • level_sequence · required

Related functions

get_latest_unreal_log

api.dcc.unreal.get_latest_unreal_log(...)
Signature
get_latest_unreal_log(uproject_path)
Target
unreal_tools.unreal_project_data.get_latest_unreal_log
Source
unreal_tools/unreal_project_data.py:95
Name status
Friendly call available

Finds the latest modified Unreal Engine log file for a given .uproject. :param uproject_path: actual uproject path :return:

Parameters

  • uproject_path · required

Related functions

get_level_sequence_actor

api.dcc.unreal.get_level_sequence_actor(...)
Signature
get_level_sequence_actor(level_sequence_asset)
Target
unreal_tools.sequence_importer.get_level_sequence_actor
Source
unreal_tools/sequence_importer.py:1187
Name status
Friendly call available

Returns the Level Sequence Actor that references the given LevelSequence asset in the level. :param level_sequence_asset: The LevelSequence asset to search for in the level. :return: The Level Sequence Actor if found, else None.

Parameters

  • level_sequence_asset · required

Related functions

get_possessables_for_sequence

api.dcc.unreal.get_possessables_for_sequence(...)
Signature
get_possessables_for_sequence(level_sequence)
Target
unreal_tools.sequence_importer.get_possessables_for_sequence
Source
unreal_tools/sequence_importer.py:659
Name status
Friendly call available

Retrieves all possessables (actors) bound to the given level sequence. :param level_sequence: The Level Sequence asset to get the possessables from. :return: A list of possessable objects (MovieSceneBindingProxy).

Parameters

  • level_sequence · required

Related functions

get_section_range

api.dcc.unreal.get_section_range(...)
Signature
get_section_range(section)
Target
unreal_tools.sequence_importer.get_section_range
Source
unreal_tools/sequence_importer.py:1548
Name status
Friendly call available

Gets the range for the defined section :param section: actual section object in sequencer :return: list of the start and end frames

Parameters

  • section · required

Related functions

get_selected_actors

api.dcc.unreal.get_selected_actors(...)
Signature
get_selected_actors()
Target
unreal_tools.level.get_selected_actors
Source
unreal_tools/level.py:246
Name status
Friendly call available

Parameters

None documented.

Related functions

get_skeleton_from_skeletal_mesh_using_metadata

api.dcc.unreal.get_skeleton_from_skeletal_mesh_using_metadata(...)
Signature
get_skeleton_from_skeletal_mesh_using_metadata(skeletal_mesh_path)
Target
unreal_tools.sequence_importer.get_skeleton_from_skeletal_mesh_using_metadata
Source
unreal_tools/sequence_importer.py:535
Name status
Friendly call available

Get the skeleton from a given skeletal mesh by retrieving metadata tags. :param skeletal_mesh_path: The asset path of the skeletal mesh (e.g., "/Game/Characters/Hero/Hero_SkeletalMesh") :return: The skeleton associated with the given skeletal mesh, or None if not found.

Parameters

  • skeletal_mesh_path · required

Related functions

get_skeleton_path_by_name

api.dcc.unreal.get_skeleton_path_by_name(...)
Signature
get_skeleton_path_by_name(skeleton_name)
Target
unreal_tools.sequence_importer.get_skeleton_path_by_name
Source
unreal_tools/sequence_importer.py:821
Name status
Friendly call available

Retrieves the asset path of a skeleton based on its name using Unreal's Asset Registry. :param skeleton_name: Name of the skeleton asset (e.g., "SK_Mannequin"). :return: The asset path of the skeleton (e.g., "/Game/Characters/Hero/Hero_Skeleton") or None if not found.

Parameters

  • skeleton_name · required

Related functions

get_state_machine_graph

api.dcc.unreal.get_state_machine_graph(...)
Signature
get_state_machine_graph(anim_bp_path, state_machine_name)
Target
unreal_tools.animation.get_state_machine_graph
Source
unreal_tools/animation.py:650
Name status
Friendly call available

Parameters

  • anim_bp_path · required
  • state_machine_name · required

Related functions

get_top_level_mesh_component

api.dcc.unreal.get_top_level_mesh_component(...)
Signature
get_top_level_mesh_component(actor)
Target
unreal_tools.sequence_importer.get_top_level_mesh_component
Source
unreal_tools/sequence_importer.py:764
Name status
Friendly call available

Parameters

  • actor · required

Related functions

get_tracks

api.dcc.unreal.get_tracks(...)
Signature
get_tracks(sequence_path)
Target
unreal_tools.sequencer.get_tracks
Source
unreal_tools/sequencer.py:19
Name status
Friendly call available

Parameters

  • sequence_path · required

get_unreal_cmd_exe

api.dcc.unreal.get_unreal_cmd_exe(...)
Signature
get_unreal_cmd_exe(uproject_path)
Target
unreal_tools.unreal_project_data.get_unreal_cmd_exe
Source
unreal_tools/unreal_project_data.py:26
Name status
Friendly call available

Returns the Engine cmd exe location for the uproject :param uproject_path: actual uproject path :return: If found, returns the cmd.exe for the unreal version

Parameters

  • uproject_path · required

Related functions

get_unreal_install_path

api.dcc.unreal.get_unreal_install_path(...)
Signature
get_unreal_install_path(engine_version)
Target
unreal_tools.unreal_project_data.get_unreal_install_path
Source
unreal_tools/unreal_project_data.py:56
Name status
Friendly call available

Check the Windows Registry for Unreal Engine install locations. :param engine_version: after finding engine version, it fills in the rest :return:

Parameters

  • engine_version · required

Related functions

get_valid_events_from_import

api.dcc.unreal.get_valid_events_from_import(...)
Signature
get_valid_events_from_import(imported_events, bp_class)
Target
unreal_tools.blueprint_events.get_valid_events_from_import
Source
unreal_tools/blueprint_events.py:68
Name status
Friendly call available

:param imported_events: :param bp_class: :return:

Parameters

  • imported_events · required
  • bp_class · required

Related functions

import_animation

api.dcc.unreal.import_animation(...)
Signature
import_animation(anim_path, skeleton_path, destination_path, destination_name, replace_existing=True)
Target
unreal_tools.sequence_importer.import_animation
Source
unreal_tools/sequence_importer.py:1110
Name status
Friendly call available

Imports an animation asset into Unreal Engine, optionally reimporting if it already exists. :param anim_path: Path to the animation FBX file. :param skeleton_path: Path to the skeleton asset for the animation. :param destination_path: Destination path in Unreal where the asset will be imported. :param destination_name: Name for the imported animation asset. :return: The path to the imported animation asset.

Parameters

  • anim_path · required
  • skeleton_path · required
  • destination_path · required
  • destination_name · required
  • replace_existing · default True

Related functions

import_animation_source

api.dcc.unreal.import_animation_source(...)
Signature
import_animation_source(
Target
unreal_tools.animation_source_import.import_animation_source
Source
unreal_tools/animation_source_import.py:12
Name status
Friendly call available

Import an FBX's own mesh, Skeleton, and animations for editor retargeting. A motion-only FBX may create a Skeleton/AnimSequence but no SkeletalMesh. The report keeps that distinction explicit because IK Retargeter baking needs a source SkeletalMesh, not merely a Skeleton asset.

Parameters

  • source_path · str · required
  • destination_path · str · required
  • destination_name · str · required
  • replace_existing · bool · default False
  • save · bool · default True

import_animation_verified

api.dcc.unreal.import_animation_verified(...)
Signature
import_animation_verified(
Target
unreal_tools.animation_import_adapter.import_animation_verified
Source
unreal_tools/animation_import_adapter.py:6
Name status
Friendly call available

Import animation-only FBX data and verify the final Asset Registry path.

Parameters

  • anim_path · required
  • skeleton_path · required
  • destination_path · required
  • destination_name · default ''
  • replace_existing · default True

import_animations_from_json

api.dcc.unreal.import_animations_from_json(...)
Signature
import_animations_from_json(anim_dict_path)
Target
unreal_tools.gameplay_import_func.import_animations_from_json
Source
unreal_tools/gameplay_import_func.py:7
Name status
Friendly call available

Function to call via the subprocess version / unreal cmd.exe version of the gameplay import to import all anims in json :param anim_dict_path: path to json with sequence_data :return:

Parameters

  • anim_dict_path · required

import_fbx_verified

api.dcc.unreal.import_fbx_verified(...)
Signature
import_fbx_verified(
Target
unreal_tools.asset_transfer_adapter.import_fbx_verified
Source
unreal_tools/asset_transfer_adapter.py:31
Name status
Friendly call available

Import an FBX and verify its assets, including skeletal mesh to Skeleton links.

Parameters

  • source_file · str · required
  • destination_path · str · default '/Game/AIStudio/Imports'
  • subject · str · default 'asset'
  • skeleton_path · str · default ''
  • replace_existing · bool · default False
  • save · bool · default True
  • assemble_lods · bool · default False

Related functions

import_function

api.dcc.unreal.import_function(...)
Signature
import_function(func_path)
Target
unreal_tools.http_server.import_function
Source
unreal_tools/http_server.py:119
Name status
Friendly call available

Dynamically import a function from a module path string. used in a payload for the HTTP Handler POST :param func_path: Example func "unreal_tools.get_skeletons.get_all_assets_of_type" :return:

Parameters

  • func_path · required

import_gameplay_animations_from_json

api.dcc.unreal.import_gameplay_animations_from_json(...)
Signature
import_gameplay_animations_from_json(anim_dict_path)
Target
unreal_tools.sequence_importer.import_gameplay_animations_from_json
Source
unreal_tools/sequence_importer.py:852
Name status
Friendly call available

Import gameplay animations, replaces Art Source Dir with Content Dir :param anim_dict_path: Exported Dict with the data to import :return:

Parameters

  • anim_dict_path · required

Related functions

import_skeletal_mesh_fbx

api.dcc.unreal.import_skeletal_mesh_fbx(...)
Signature
import_skeletal_mesh_fbx(
Target
unreal_tools.skeletal_mesh_import.import_skeletal_mesh_fbx
Source
unreal_tools/skeletal_mesh_import.py:64
Name status
Friendly call available

Import or update one Skeletal Mesh with an explicit skeleton policy.

Parameters

  • source_file · str · required
  • rig_name · str · required
  • destination_path · str · default '/Game/Characters'
  • existing_skeletal_mesh_path · str · default ''
  • skeleton_mode · str · default 'create_new'
  • existing_skeleton_path · str · default ''
  • create_physics_asset · bool · default True

Related functions

inject_key

api.dcc.unreal.inject_key(...)
Signature
inject_key(key_name, pressed=True)
Target
unreal_tools.runtime.inject_key
Source
unreal_tools/runtime.py:120
Name status
Friendly call available

Parameters

  • key_name · required
  • pressed · default True

inspect

api.dcc.unreal.inspect(...)
Signature
inspect(retargeter_path)
Target
unreal_tools.retarget.inspect
Source
unreal_tools/retarget.py:42
Name status
Friendly call available

Parameters

  • retargeter_path · required

inspect_asset

api.dcc.unreal.inspect_asset(...)
Signature
inspect_asset(asset_path)
Target
unreal_tools.assets.inspect_asset
Source
unreal_tools/assets.py:87
Name status
Friendly call available

Parameters

  • asset_path · required

Related functions

inspect_authority_flow

api.dcc.unreal.inspect_authority_flow(...)
Signature
inspect_authority_flow(
Target
unreal_tools.networking.inspect_authority_flow
Source
unreal_tools/networking.py:53
Name status
Friendly call available

Read back graph and generated-class evidence for an authoritative Blueprint flow.

Parameters

  • blueprint_path · required
  • required_variables · default None
  • required_server_rpcs · default None
  • required_onrep_functions · default None

inspect_bone_hierarchy

api.dcc.unreal.inspect_bone_hierarchy(...)
Signature
inspect_bone_hierarchy(skeletal_mesh_path: str, root_bone: str) -> dict
Target
unreal_tools.retargeting.inspect_bone_hierarchy
Source
unreal_tools/retargeting.py:13
Name status
Friendly call available

Traverse a SkeletalMesh hierarchy from a caller-supplied root bone.

Parameters

  • skeletal_mesh_path · str · required
  • root_bone · str · required

Related functions

inspect_bones

api.dcc.unreal.inspect_bones(...)
Signature
inspect_bones(skeletal_mesh_path, include_hierarchy=True)
Target
unreal_tools.skeletal.inspect_bones
Source
unreal_tools/skeletal.py:19
Name status
Friendly call available

Return bone names and parent/child readback for a SkeletalMesh.

Parameters

  • skeletal_mesh_path · required
  • include_hierarchy · default True

Related functions

inspect_character

api.dcc.unreal.inspect_character(...)
Signature
inspect_character(
Target
unreal_tools.runtime.inspect_character
Source
unreal_tools/runtime.py:132
Name status
Friendly call available

Parameters

  • character_blueprint_path · required
  • expected_anim_class_contains · default ''
  • property_names · default None

Related functions

inspect_data_table

api.dcc.unreal.inspect_data_table(...)
Signature
inspect_data_table(asset_path, include_rows=False, max_rows=200)
Target
unreal_tools.data_tables.inspect_data_table
Source
unreal_tools/data_tables.py:44
Name status
Friendly call available

Inspects a Data Table's row struct, columns, rows, and JSON export. :param asset_path: Unreal Data Table content path :param include_rows: whether to include exported row payloads :param max_rows: maximum exported rows returned in the receipt :return: JSON Data Table readback receipt

Parameters

  • asset_path · required
  • include_rows · default False
  • max_rows · default 200

inspect_database

api.dcc.unreal.inspect_database(...)
Signature
inspect_database(asset_path)
Target
unreal_tools.motion_matching.inspect_database
Source
unreal_tools/motion_matching.py:49
Name status
Friendly call available

Parameters

  • asset_path · required

Related functions

inspect_domain_asset

api.dcc.unreal.inspect_domain_asset(...)
Signature
inspect_domain_asset(asset_path, expected_type="")
Target
unreal_tools.domain_assets.inspect_domain_asset
Source
unreal_tools/domain_assets.py:88
Name status
Friendly call available

Inspects a supported domain asset through registry and reflected readback. :param asset_path: Unreal content path :param expected_type: optional supported Tech Connector domain asset type :return: JSON inspection receipt

Parameters

  • asset_path · required
  • expected_type · default ''

Related functions

inspect_graph

api.dcc.unreal.inspect_graph(...)
Signature
inspect_graph(graph_path)
Target
unreal_tools.pcg.inspect_graph
Source
unreal_tools/pcg.py:77
Name status
Friendly call available

Inspects a PCG graph, including settings, positions, pins, and edges. :param graph_path: Unreal PCG graph content path :return: JSON graph inspection receipt

Parameters

  • graph_path · required

Related functions

inspect_ik_retargeter

api.dcc.unreal.inspect_ik_retargeter(...)
Signature
inspect_ik_retargeter(asset_path: str) -> dict
Target
unreal_tools.retargeting.inspect_ik_retargeter
Source
unreal_tools/retargeting.py:216
Name status
Friendly call available

Read back rigs, UE 5.8 operation stack, and effective chain mappings.

Parameters

  • asset_path · str · required

Related functions

inspect_ik_rig

api.dcc.unreal.inspect_ik_rig(...)
Signature
inspect_ik_rig(asset_path: str) -> dict
Target
unreal_tools.retargeting.inspect_ik_rig
Source
unreal_tools/retargeting.py:112
Name status
Friendly call available

Read back the preview mesh, retarget root, and chain endpoints.

Parameters

  • asset_path · str · required

Related functions

inspect_imported_animation_pipeline

api.dcc.unreal.inspect_imported_animation_pipeline(...)
Signature
inspect_imported_animation_pipeline(
Target
unreal_tools.animation.inspect_imported_animation_pipeline
Source
unreal_tools/animation.py:253
Name status
Friendly call available

Inspect imported animation timing, root motion, and skeleton compatibility.

Parameters

  • imported_paths · required
  • target_skeleton_path · default ''
  • target_skeletal_mesh_path · default ''

Related functions

inspect_material

api.dcc.unreal.inspect_material(...)
Signature
inspect_material(asset_path)
Target
unreal_tools.materials.inspect_material
Source
unreal_tools/materials.py:118
Name status
Friendly call available

Inspects a material graph and its material-property inputs. :param asset_path: Unreal material content path :return: JSON inspection receipt

Parameters

  • asset_path · required

Related functions

inspect_reflected

api.dcc.unreal.inspect_reflected(...)
Signature
inspect_reflected(asset_path, property_names=None)
Target
unreal_tools.assets.inspect_reflected
Source
unreal_tools/assets.py:311
Name status
Friendly call available

Parameters

  • asset_path · required
  • property_names · default None

Related functions

inspect_schema

api.dcc.unreal.inspect_schema(...)
Signature
inspect_schema(asset_path)
Target
unreal_tools.blackboard.inspect_schema
Source
unreal_tools/blackboard.py:29
Name status
Friendly call available

Inspects Blackboard keys and their reflected types. :param asset_path: Unreal Blackboard Data content path :return: JSON schema inspection receipt

Parameters

  • asset_path · required

Related functions

inspect_sockets

api.dcc.unreal.inspect_sockets(...)
Signature
inspect_sockets(skeletal_mesh_path)
Target
unreal_tools.skeletal.inspect_sockets
Source
unreal_tools/skeletal.py:66
Name status
Friendly call available

Return indexed socket names, parent bones, and local transforms.

Parameters

  • skeletal_mesh_path · required

Related functions

inspect_sound_cue

api.dcc.unreal.inspect_sound_cue(...)
Signature
inspect_sound_cue(asset_path)
Target
unreal_tools.sound_cue.inspect_sound_cue
Source
unreal_tools/sound_cue.py:24
Name status
Friendly call available

Inspects a Sound Cue's playable root and referenced Sound Wave. :param asset_path: Unreal Sound Cue content path :return: JSON Sound Cue structural readback receipt

Parameters

  • asset_path · required

inspect_system

api.dcc.unreal.inspect_system(...)
Signature
inspect_system(asset_path)
Target
unreal_tools.niagara.inspect_system
Source
unreal_tools/niagara.py:123
Name status
Friendly call available

Parameters

  • asset_path · required

install_ai_studio_bridge_plugin

api.dcc.unreal.install_ai_studio_bridge_plugin(...)
Signature
install_ai_studio_bridge_plugin(uproject_path, source_plugin_root=None)
Target
unreal_tools.unreal_project_data.install_ai_studio_bridge_plugin
Source
unreal_tools/unreal_project_data.py:227
Name status
Friendly call available

Install source and enable the plugin only when its editor binary is current.

Parameters

  • uproject_path · required
  • source_plugin_root · default None

Related functions

install_reverse_feet

api.dcc.unreal.install_reverse_feet(...)
Signature
install_reverse_feet(blueprint, joint_map, pivot_overrides=None)
Target
unreal_tools.reverse_foot.install_reverse_feet
Source
unreal_tools/reverse_foot.py:200
Name status
Friendly call available

Install on existing rigs and fresh builds using mapped reference bones. Assets are local to each rig, so different characters cannot overwrite one another's pivot placement. Engine-provided modules are never modified. Optional pivot_overrides maps Left/Right to named reference-pose positions in Unreal rig space, allowing authored Maya pivots to be transferred.

Parameters

  • blueprint · required
  • joint_map · required
  • pivot_overrides · default None

Related functions

is_port_in_use

api.dcc.unreal.is_port_in_use(...)
Signature
is_port_in_use(port)
Target
unreal_tools.http_server.is_port_in_use
Source
unreal_tools/http_server.py:251
Name status
Friendly call available

Parameters

  • port · required

latest

api.dcc.unreal.latest(...)
Signature
latest()
Target
unreal_tools.rollback.latest
Source
unreal_tools/rollback.py:54
Name status
Friendly call available

Parameters

None documented.

list_all_maps

api.dcc.unreal.list_all_maps(...)
Signature
list_all_maps()
Target
unreal_tools.sequence_importer.list_all_maps
Source
unreal_tools/sequence_importer.py:1400
Name status
Friendly call available

Parameters

None documented.

Related functions

list_all_tracks_in_sequence

api.dcc.unreal.list_all_tracks_in_sequence(...)
Signature
list_all_tracks_in_sequence(sequence)
Target
unreal_tools.sequence_importer.list_all_tracks_in_sequence
Source
unreal_tools/sequence_importer.py:524
Name status
Friendly call available

:param sequence: The Sequence asset to parse :return:

Parameters

  • sequence · required

Related functions

list_bodies

api.dcc.unreal.list_bodies(...)
Signature
list_bodies(asset_path)
Target
unreal_tools.physics.list_bodies
Source
unreal_tools/physics.py:26
Name status
Friendly call available

Parameters

  • asset_path · required

Related functions

list_constraints

api.dcc.unreal.list_constraints(...)
Signature
list_constraints(asset_path)
Target
unreal_tools.physics.list_constraints
Source
unreal_tools/physics.py:39
Name status
Friendly call available

Parameters

  • asset_path · required

Related functions

list_controls

api.dcc.unreal.list_controls(...)
Signature
list_controls(rig_path)
Target
unreal_tools.control_rig.list_controls
Source
unreal_tools/control_rig.py:947
Name status
Friendly call available

Parameters

  • rig_path · required

list_module_inputs

api.dcc.unreal.list_module_inputs(...)
Signature
list_module_inputs(
Target
unreal_tools.niagara.list_module_inputs
Source
unreal_tools/niagara.py:141
Name status
Friendly call available

Parameters

  • asset_path · str · required
  • emitter_name · str · default ''
  • include_topology · bool · default False

Related functions

list_profiles

api.dcc.unreal.list_profiles(...)
Signature
list_profiles(asset_path: str) -> str
Target
unreal_tools.physics.list_profiles
Source
unreal_tools/physics.py:92
Name status
Friendly call available

Parameters

  • asset_path · str · required

Related functions

list_skeletal_import_targets

api.dcc.unreal.list_skeletal_import_targets(...)
Signature
list_skeletal_import_targets(directory: str = "/Game") -> dict[str, Any]
Target
unreal_tools.skeletal_mesh_import.list_skeletal_import_targets
Source
unreal_tools/skeletal_mesh_import.py:25
Name status
Friendly call available

Parameters

  • directory · str · default '/Game'

Related functions

load_asset

api.dcc.unreal.load_asset(...)
Signature
load_asset(unreal, asset_path)
Target
unreal_tools.assets.load_asset
Source
unreal_tools/assets.py:19
Name status
Friendly call available

Load an asset even when EditorAssetLibrary rejects a package-only path.

Parameters

  • unreal · required
  • asset_path · required

Related functions

load_blueprint_class

api.dcc.unreal.load_blueprint_class(...)
Signature
load_blueprint_class(unreal, asset_path)
Target
unreal_tools.assets.load_blueprint_class
Source
unreal_tools/assets.py:37
Name status
Friendly call available

Resolve a generated class from package, object, or generated-class paths.

Parameters

  • unreal · required
  • asset_path · required

Related functions

load_level

api.dcc.unreal.load_level(...)
Signature
load_level(level_path)
Target
unreal_tools.navigation.load_level
Source
unreal_tools/navigation.py:42
Name status
Friendly call available

Parameters

  • level_path · required

load_level_sequence

api.dcc.unreal.load_level_sequence(...)
Signature
load_level_sequence(sequence_path="/Game/Cinematics/Test_Anim/Test_Anim_shot1/Test_Anim_shot1")
Target
unreal_tools.sequence_importer.load_level_sequence
Source
unreal_tools/sequence_importer.py:1166
Name status
Friendly call available

:param sequence_path: full path to sequence to load, checks current sequence for match first :return:

Parameters

  • sequence_path · default '/Game/Cinematics/Test_Anim/Test_Anim_shot1/Test_Anim_shot1'

Related functions

main

api.dcc.unreal.main(...)
Signature
main()
Target
unreal_tools.sequence_preflight_func.main
Source
unreal_tools/sequence_preflight_func.py:10
Name status
Friendly call available

Parameters

None documented.

manifest_from_workspace

api.dcc.unreal.manifest_from_workspace(...)
Signature
manifest_from_workspace(
Target
unreal_tools.sequence_publish_adapter.manifest_from_workspace
Source
unreal_tools/sequence_publish_adapter.py:15
Name status
Friendly call available

Parameters

  • document · Mapping[str, Any] · required
  • mode · str · default 'gameplay'
  • destination_path · str · default '/Game/Animations'
  • conflict_policy · str · default 'update'
  • source_control_policy · str · default 'auto'

Related functions

multiplayer_pie_validate

api.dcc.unreal.multiplayer_pie_validate(...)
Signature
multiplayer_pie_validate(
Target
unreal_tools.runtime.multiplayer_pie_validate
Source
unreal_tools/runtime.py:245
Name status
Friendly call available

Configure a multi-client PIE session and return structured launch/readback proof.

Parameters

  • target_assets · default None
  • expected · default None
  • client_count · default 2
  • start_pie · default True

Related functions

new_import_result

api.dcc.unreal.new_import_result(...)
Signature
new_import_result(manifest: Mapping[str, Any]) -> dict[str, Any]
Target
unreal_tools.sequence_import_contract.new_import_result
Source
unreal_tools/sequence_import_contract.py:119
Name status
Friendly call available

Parameters

  • manifest · Mapping[str, Any] · required

Related functions

normalize_sequence_manifest

api.dcc.unreal.normalize_sequence_manifest(...)
Signature
normalize_sequence_manifest(
Target
unreal_tools.sequence_import_contract.normalize_sequence_manifest
Source
unreal_tools/sequence_import_contract.py:18
Name status
Friendly call available

Normalize v2 or legacy Sequence JSON into one explicit import manifest.

Parameters

  • value · Mapping[str, Any] | None · required
  • mode · str · default 'gameplay'
  • destination_path · str · default '/Game/Animations'

Related functions

object_path

api.dcc.unreal.object_path(...)
Signature
object_path(asset_path)
Target
unreal_tools.assets.object_path
Source
unreal_tools/assets.py:9
Name status
Friendly call available

Return an Unreal object path for either a package or object path input.

Parameters

  • asset_path · required

Related functions

offset_float_track_keys

api.dcc.unreal.offset_float_track_keys(...)
Signature
offset_float_track_keys(track, offset_frames)
Target
unreal_tools.sequence_importer.offset_float_track_keys
Source
unreal_tools/sequence_importer.py:501
Name status
Friendly call available

Offsets all float keys in a MovieSceneFloatTrack by a given number of frames. :param track: The MovieSceneFloatTrack to modify. :param offset_frames: The number of frames to offset the keys by.

Parameters

  • track · required
  • offset_frames · required

Related functions

offset_key_times_in_section

api.dcc.unreal.offset_key_times_in_section(...)
Signature
offset_key_times_in_section(section, offset_frames)
Target
unreal_tools.sequence_importer.offset_key_times_in_section
Source
unreal_tools/sequence_importer.py:477
Name status
Friendly call available

:param section: section to offset :param offset_frames: frame value to offset :return:

Parameters

  • section · required
  • offset_frames · required

Related functions

offset_transform_track_keys

api.dcc.unreal.offset_transform_track_keys(...)
Signature
offset_transform_track_keys(track, offset_frames)
Target
unreal_tools.sequence_importer.offset_transform_track_keys
Source
unreal_tools/sequence_importer.py:512
Name status
Friendly call available

:param track: Should be a MovieScene3DTransformTrack :param offset_frames: The number of frames to offset the keys by. :return:

Parameters

  • track · required
  • offset_frames · required

Related functions

open_asset

api.dcc.unreal.open_asset(...)
Signature
open_asset(asset_path)
Target
unreal_tools.navigation.open_asset
Source
unreal_tools/navigation.py:22
Name status
Friendly call available

Parameters

  • asset_path · required

Related functions

open_content_browser

api.dcc.unreal.open_content_browser(...)
Signature
open_content_browser(folder_path="/Game/", new_browser=False)
Target
unreal_tools.navigation.open_content_browser
Source
unreal_tools/navigation.py:12
Name status
Friendly call available

Parameters

  • folder_path · default '/Game/'
  • new_browser · default False

Related functions

open_window

api.dcc.unreal.open_window(...)
Signature
open_window(window_name)
Target
unreal_tools.navigation.open_window
Source
unreal_tools/navigation.py:33
Name status
Friendly call available

Parameters

  • window_name · required

Related functions

organize_actors

api.dcc.unreal.organize_actors(...)
Signature
organize_actors(actor_specs, save=True)
Target
unreal_tools.level.organize_actors
Source
unreal_tools/level.py:357
Name status
Friendly call available

Organizes existing actors with labels, Outliner folders, tags, and visibility. :param actor_specs: actor queries and requested organization properties :param save: whether to save the current level :return: JSON mutation and exact actor readback receipt

Parameters

  • actor_specs · required
  • save · default True

Related functions

pie_status

api.dcc.unreal.pie_status(...)
Signature
pie_status()
Target
unreal_tools.runtime.pie_status
Source
unreal_tools/runtime.py:81
Name status
Friendly call available

Parameters

None documented.

Related functions

pie_validate

api.dcc.unreal.pie_validate(...)
Signature
pie_validate(target_assets=None, expected=None, start_pie=False)
Target
unreal_tools.runtime.pie_validate
Source
unreal_tools/runtime.py:183
Name status
Friendly call available

Evaluate structured PIE preconditions without treating compile success as gameplay proof.

Parameters

  • target_assets · default None
  • expected · default None
  • start_pie · default False

Related functions

preflight_sequence_import_from_json

api.dcc.unreal.preflight_sequence_import_from_json(...)
Signature
preflight_sequence_import_from_json(anim_dict_path, mode="gameplay", destination_path="/Game/Animations")
Target
unreal_tools.sequence_importer.preflight_sequence_import_from_json
Source
unreal_tools/sequence_importer.py:929
Name status
Friendly call available

Resolve an import job without creating or modifying Unreal assets.

Parameters

  • anim_dict_path · required
  • mode · default 'gameplay'
  • destination_path · default '/Game/Animations'

Related functions

preflight_sequence_workspace

api.dcc.unreal.preflight_sequence_workspace(...)
Signature
preflight_sequence_workspace(
Target
unreal_tools.sequence_publish_adapter.preflight_sequence_workspace
Source
unreal_tools/sequence_publish_adapter.py:142
Name status
Friendly call available

Resolve sources, skeletons, conflicts, and actions without importing.

Parameters

  • document · Mapping[str, Any] · required
  • mode · str · default 'gameplay'
  • destination_path · str · default '/Game/Animations'
  • conflict_policy · str · default 'update'
  • source_control_policy · str · default 'auto'
  • unreal_project_path · str · default ''
  • unreal_command_path · str · default ''
  • log_file_path · str · default ''

Related functions

probe_node_action

api.dcc.unreal.probe_node_action(...)
Signature
probe_node_action(
Target
unreal_tools.blueprint.probe_node_action
Source
unreal_tools/blueprint.py:700
Name status
Friendly call available

Create an action only on a disposable Blueprint copy and report its real pins.

Parameters

  • blueprint_path · required
  • graph_name · required
  • palette_action · required
  • temp_folder · default '/Game/AIStudio/Temp/NodeProbes'

Related functions

project_debug

api.dcc.unreal.project_debug(...)
Signature
project_debug(directory="/Game/", paths=None, compile_blueprints=True, save=False)
Target
unreal_tools.project.project_debug
Source
unreal_tools/project.py:51
Name status
Friendly call available

Parameters

  • directory · default '/Game/'
  • paths · default None
  • compile_blueprints · default True
  • save · default False

Related functions

project_snapshot

api.dcc.unreal.project_snapshot(...)
Signature
project_snapshot(directory="/Game/", mode="standard", limit=1000)
Target
unreal_tools.project.project_snapshot
Source
unreal_tools/project.py:12
Name status
Friendly call available

Parameters

  • directory · default '/Game/'
  • mode · default 'standard'
  • limit · default 1000

Related functions

prototype_from_template

api.dcc.unreal.prototype_from_template(...)
Signature
prototype_from_template(template, target_path, parameters=None)
Target
unreal_tools.gameplay.prototype_from_template
Source
unreal_tools/gameplay.py:125
Name status
Friendly call available

Create a scan-backed prototype plan from a controlled template.

Parameters

  • template · required
  • target_path · required
  • parameters · default None

publish_sequence_workspace

api.dcc.unreal.publish_sequence_workspace(...)
Signature
publish_sequence_workspace(
Target
unreal_tools.sequence_publish_adapter.publish_sequence_workspace
Source
unreal_tools/sequence_publish_adapter.py:66
Name status
Friendly call available

Submit one workspace through the live bridge, with command fallback when configured.

Parameters

  • document · Mapping[str, Any] · required
  • mode · str · default 'gameplay'
  • destination_path · str · default '/Game/Animations'
  • conflict_policy · str · default 'update'
  • source_control_policy · str · default 'auto'
  • unreal_project_path · str · default ''
  • unreal_command_path · str · default ''
  • log_file_path · str · default ''

Related functions

read_dict_from_file

api.dcc.unreal.read_dict_from_file(...)
Signature
read_dict_from_file(file_path)
Target
unreal_tools.sequence_importer.read_dict_from_file
Source
unreal_tools/sequence_importer.py:1380
Name status
Friendly call available

Reads a dictionary from a JSON file. :param file_path: Path to the JSON file. :return: The dictionary read from the file.

Parameters

  • file_path · required

Related functions

record_asset_snapshot

api.dcc.unreal.record_asset_snapshot(...)
Signature
record_asset_snapshot(asset_path, reason="", operation="", metadata=None)
Target
unreal_tools.rollback.record_asset_snapshot
Source
unreal_tools/rollback.py:71
Name status
Friendly call available

Parameters

  • asset_path · required
  • reason · default ''
  • operation · default ''
  • metadata · default None

Related functions

references

api.dcc.unreal.references(...)
Signature
references(paths=None, compile_blueprints=True, save=False)
Target
unreal_tools.validate.references
Source
unreal_tools/validate.py:15
Name status
Friendly call available

Validate paths and optionally compile Blueprints without saving by default.

Parameters

  • paths · default None
  • compile_blueprints · default True
  • save · default False

registry_readback

api.dcc.unreal.registry_readback(...)
Signature
registry_readback(
Target
unreal_tools.asset_transfer_adapter.registry_readback
Source
unreal_tools/asset_transfer_adapter.py:210
Name status
Friendly call available

Prove imported packages resolve through the Asset Registry.

Parameters

  • imported_paths · list[str] | tuple[str, ...] | None · default None
  • destination_path · str · default ''

remove_animation

api.dcc.unreal.remove_animation(...)
Signature
remove_animation(database_path: str, animation_path: str) -> str
Target
unreal_tools.motion_matching.remove_animation
Source
unreal_tools/motion_matching.py:98
Name status
Friendly call available

Parameters

  • database_path · str · required
  • animation_path · str · required

Related functions

remove_profile

api.dcc.unreal.remove_profile(...)
Signature
remove_profile(asset_path: str, profile_name: str, profile_type: str = "constraint") -> str
Target
unreal_tools.physics.remove_profile
Source
unreal_tools/physics.py:114
Name status
Friendly call available

Parameters

  • asset_path · str · required
  • profile_name · str · required
  • profile_type · str · default 'constraint'

Related functions

rename_asset

api.dcc.unreal.rename_asset(...)
Signature
rename_asset(asset_path, new_asset_path, dry_run=False)
Target
unreal_tools.assets.rename_asset
Source
unreal_tools/assets.py:251
Name status
Friendly call available

Parameters

  • asset_path · required
  • new_asset_path · required
  • dry_run · default False

Related functions

rename_control

api.dcc.unreal.rename_control(...)
Signature
rename_control(rig_path, old_name, new_name, save=True)
Target
unreal_tools.control_rig.rename_control
Source
unreal_tools/control_rig.py:988
Name status
Friendly call available

Parameters

  • rig_path · required
  • old_name · required
  • new_name · required
  • save · default True

Related functions

rename_state

api.dcc.unreal.rename_state(...)
Signature
rename_state(anim_bp_path, state_machine_name, old_state_name, new_state_name)
Target
unreal_tools.animation.rename_state
Source
unreal_tools/animation.py:735
Name status
Friendly call available

Parameters

  • anim_bp_path · required
  • state_machine_name · required
  • old_state_name · required
  • new_state_name · required

Related functions

rename_symbol

api.dcc.unreal.rename_symbol(...)
Signature
rename_symbol(old_name, new_name, folder_path="")
Target
unreal_tools.project.rename_symbol
Source
unreal_tools/project.py:124
Name status
Friendly call available

Parameters

  • old_name · required
  • new_name · required
  • folder_path · default ''

render_level_sequence

api.dcc.unreal.render_level_sequence(...)
Signature
render_level_sequence(level_sequence_path, output_directory, resolution=(1920, 1080))
Target
unreal_tools.sequence_importer.render_level_sequence
Source
unreal_tools/sequence_importer.py:1339
Name status
Friendly call available

Renders a level sequence to the specified directory. :param level_sequence_path: Path to the level sequence to render. :param output_directory: Directory where the rendered output will be saved. :param resolution: Resolution of the render. :return: Path to the output directory.

Parameters

  • level_sequence_path · required
  • output_directory · required
  • resolution · default (1920, 1080)

Related functions

report_animation_pipeline_assets

api.dcc.unreal.report_animation_pipeline_assets(...)
Signature
report_animation_pipeline_assets(
Target
unreal_tools.animation.report_animation_pipeline_assets
Source
unreal_tools/animation.py:444
Name status
Friendly call available

Return final asset existence, ownership, and compatibility evidence.

Parameters

  • imported_paths · required
  • animation_paths · required
  • target_skeleton_path · default ''
  • target_anim_blueprint_path · default ''

Related functions

resolve_actor

api.dcc.unreal.resolve_actor(...)
Signature
resolve_actor(query="selected", allow_asset_lookup=True)
Target
unreal_tools.level.resolve_actor
Source
unreal_tools/level.py:117
Name status
Friendly call available

Resolve a name/label/path/tag/Blueprint or mesh asset name to level actors.

Parameters

  • query · default 'selected'
  • allow_asset_lookup · default True

Related functions

resolve_animation_target

api.dcc.unreal.resolve_animation_target(...)
Signature
resolve_animation_target(target_hint="", directory="/Game/")
Target
unreal_tools.animation.resolve_animation_target
Source
unreal_tools/animation.py:75
Name status
Friendly call available

Resolve one target mesh, Skeleton, and AnimBP from live project assets.

Parameters

  • target_hint · default ''
  • directory · default '/Game/'

Related functions

resolve_asset

api.dcc.unreal.resolve_asset(...)
Signature
resolve_asset(file_name, expected_class="", directory="/Game")
Target
unreal_tools.assets.resolve_asset
Source
unreal_tools/assets.py:190
Name status
Friendly call available

Return a compact serializable asset handle by name/path.

Parameters

  • file_name · required
  • expected_class · default ''
  • directory · default '/Game'

Related functions

resolve_import_destination

api.dcc.unreal.resolve_import_destination(...)
Signature
resolve_import_destination(destination_path: str) -> tuple[str, str]
Target
unreal_tools.asset_transfer_adapter.resolve_import_destination
Source
unreal_tools/asset_transfer_adapter.py:11
Name status
Friendly call available

Resolve an explicit package path or the current Content Browser folder.

Parameters

  • destination_path · str · required

Related functions

resolve_skeleton_path

api.dcc.unreal.resolve_skeleton_path(...)
Signature
resolve_skeleton_path(skeleton_identifier)
Target
unreal_tools.sequence_importer.resolve_skeleton_path
Source
unreal_tools/sequence_importer.py:778
Name status
Friendly call available

Resolve an unambiguous Skeleton package path or raise an actionable error.

Parameters

  • skeleton_identifier · required

Related functions

restore_asset_snapshot

api.dcc.unreal.restore_asset_snapshot(...)
Signature
restore_asset_snapshot(token="")
Target
unreal_tools.rollback.restore_asset_snapshot
Source
unreal_tools/rollback.py:109
Name status
Friendly call available

Parameters

  • token · default ''

Related functions

retarget_animation_with_matching_project_asset

api.dcc.unreal.retarget_animation_with_matching_project_asset(...)
Signature
retarget_animation_with_matching_project_asset(
Target
unreal_tools.retargeting.retarget_animation_with_matching_project_asset
Source
unreal_tools/retargeting.py:340
Name status
Friendly call available

Bake through a strictly matching project IK Retargeter and verify output.

Parameters

  • animation_path · str · required
  • source_skeletal_mesh_path · str · required
  • target_skeletal_mesh_path · str · required
  • destination_path · str · required
  • destination_suffix · str · default '_Retargeted'
  • save · bool · default True

Related functions

retarget_imported_animations_if_needed

api.dcc.unreal.retarget_imported_animations_if_needed(...)
Signature
retarget_imported_animations_if_needed(
Target
unreal_tools.animation.retarget_imported_animations_if_needed
Source
unreal_tools/animation.py:348
Name status
Friendly call available

Retarget only incompatible imported AnimSequences and preserve compatible ones.

Parameters

  • compatibility_report · required
  • source_skeletal_mesh_path · default ''
  • target_skeletal_mesh_path · default ''
  • output_path · default '/Game/Animations/Retargeted'
  • retargeter_path · default ''

Related functions

retry_failed_cinematic_sequence_from_json

api.dcc.unreal.retry_failed_cinematic_sequence_from_json(...)
Signature
retry_failed_cinematic_sequence_from_json(
Target
unreal_tools.sequence_importer.retry_failed_cinematic_sequence_from_json
Source
unreal_tools/sequence_importer.py:1694
Name status
Friendly call available

Retry only cinematic entries explicitly reported as failed.

Parameters

  • anim_dict_path · required
  • previous_result · required
  • destination_path · default '/Game/Cinematics/'
  • from_cmd · default False

Related functions

rollback_imported_assets

api.dcc.unreal.rollback_imported_assets(...)
Signature
rollback_imported_assets(imported_paths: list[str] | tuple[str, ...]) -> dict[str, Any]
Target
unreal_tools.asset_transfer_adapter.rollback_imported_assets
Source
unreal_tools/asset_transfer_adapter.py:255
Name status
Friendly call available

Delete only the assets returned by this adapter's import result.

Parameters

  • imported_paths · list[str] | tuple[str, ...] · required

run_create_cinematic_sequence

api.dcc.unreal.run_create_cinematic_sequence(...)
Signature
run_create_cinematic_sequence(anim_dict_path, destination_path, unreal_project_path, log_file_path,
Target
unreal_tools.unreal_subprocess.run_create_cinematic_sequence
Source
unreal_tools/unreal_subprocess.py:149
Name status
Friendly call available

:param anim_dict_path: Path of Json data :param destination_path: Path to save Cinematic :param unreal_project_path: path to the unreal project :param log_file_path: log file path for returning output (function exists to find this in unreal_project_data.py) :param unreal_command_path: unreal cmd exe for version of editor (function exists to find this in unreal_project_data.py) :return:

Parameters

  • anim_dict_path · required
  • destination_path · required
  • unreal_project_path · required
  • log_file_path · required
  • unreal_command_path · default 'C:/Program Files/Epic Games/UE_5.5/Engine/Binaries/Win64/UnrealEditor-Cmd.exe'

Related functions

run_create_modular_control_rig

api.dcc.unreal.run_create_modular_control_rig(...)
Signature
run_create_modular_control_rig(skeletal_mesh_name, rig_name, joint_map, unreal_project_path, log_file_path,
Target
unreal_tools.unreal_subprocess.run_create_modular_control_rig
Source
unreal_tools/unreal_subprocess.py:249
Name status
Friendly call available

:param joint_map: Joint Map from HumanIK UI, for clear mapping for biped body parts :param rig_name: control rig asset name (saved to same folder as skeletal mesh) :param skeletal_mesh_name: skeletal mesh to assign to rig :param unreal_project_path: path to the unreal project :param log_file_path: log file path for returning output (function exists to find this in unreal_project_data.py) :param unreal_command_path: unreal cmd exe for version of editor (function exists to find this in unreal_project_data.py) :return:

Parameters

  • skeletal_mesh_name · required
  • rig_name · required
  • joint_map · required
  • unreal_project_path · required
  • log_file_path · required
  • unreal_command_path · default 'C:/Program Files/Epic Games/UE_5.5/Engine/Binaries/Win64/UnrealEditor-Cmd.exe'

Related functions

run_get_skeletons

api.dcc.unreal.run_get_skeletons(...)
Signature
run_get_skeletons(unreal_project_path, log_file_path,
Target
unreal_tools.unreal_subprocess.run_get_skeletons
Source
unreal_tools/unreal_subprocess.py:107
Name status
Friendly call available

:param asset_type: type of asset to search for :param unreal_project_path: path to the unreal project :param log_file_path: log file path for returning output (function exists to find this in unreal_project_data.py) :param unreal_command_path: unreal cmd exe for version of editor (function exists to find this in unreal_project_data.py) :return:

Parameters

  • unreal_project_path · required
  • log_file_path · required
  • unreal_command_path · default 'C:/Program Files/Epic Games/UE_5.5/Engine/Binaries/Win64/UnrealEditor-Cmd.exe'
  • asset_type · default 'Skeleton'

Related functions

run_import_gameplay_animations

api.dcc.unreal.run_import_gameplay_animations(...)
Signature
run_import_gameplay_animations(anim_dict_path, unreal_project_path, log_file_path,
Target
unreal_tools.unreal_subprocess.run_import_gameplay_animations
Source
unreal_tools/unreal_subprocess.py:201
Name status
Friendly call available

:param anim_dict_path: Path of Json data :param unreal_project_path: path to the unreal project :param log_file_path: log file path for returning output (function exists to find this in unreal_project_data.py) :param unreal_command_path: unreal cmd exe for version of editor (function exists to find this in unreal_project_data.py) :return:

Parameters

  • anim_dict_path · required
  • unreal_project_path · required
  • log_file_path · required
  • unreal_command_path · default 'C:/Program Files/Epic Games/UE_5.5/Engine/Binaries/Win64/UnrealEditor-Cmd.exe'

Related functions

run_import_skeletal_mesh_fbx

api.dcc.unreal.run_import_skeletal_mesh_fbx(...)
Signature
run_import_skeletal_mesh_fbx(
Target
unreal_tools.unreal_subprocess.run_import_skeletal_mesh_fbx
Source
unreal_tools/unreal_subprocess.py:85
Name status
Friendly call available

Import/update a skeletal FBX through the authenticated live Unreal bridge.

Parameters

  • source_file · required
  • rig_name · required
  • destination_path · default '/Game/Characters'
  • existing_skeletal_mesh_path · default ''
  • skeleton_mode · default 'create_new'
  • existing_skeleton_path · default ''
  • create_physics_asset · default True

Related functions

run_list_skeletal_import_targets

api.dcc.unreal.run_list_skeletal_import_targets(...)
Signature
run_list_skeletal_import_targets(directory="/Game")
Target
unreal_tools.unreal_subprocess.run_list_skeletal_import_targets
Source
unreal_tools/unreal_subprocess.py:77
Name status
Friendly call available

List Skeletal Mesh, Skeleton, and PhysicsAsset choices in the live Unreal Editor.

Parameters

  • directory · default '/Game'

Related functions

run_preflight_sequence_import

api.dcc.unreal.run_preflight_sequence_import(...)
Signature
run_preflight_sequence_import(
Target
unreal_tools.unreal_subprocess.run_preflight_sequence_import
Source
unreal_tools/unreal_subprocess.py:225
Name status
Friendly call available

Run the same Unreal resolution checks as import without modifying assets.

Parameters

  • anim_dict_path · required
  • unreal_project_path · default ''
  • log_file_path · default ''
  • unreal_command_path · default 'C:/Program Files/Epic Games/UE_5.5/Engine/Binaries/Win64/UnrealEditor-Cmd.exe'
  • mode · default 'gameplay'
  • destination_path · default '/Game/Animations'

Related functions

run_retry_failed_cinematic_sequence

api.dcc.unreal.run_retry_failed_cinematic_sequence(...)
Signature
run_retry_failed_cinematic_sequence(
Target
unreal_tools.unreal_subprocess.run_retry_failed_cinematic_sequence
Source
unreal_tools/unreal_subprocess.py:178
Name status
Friendly call available

Retry only entry IDs identified as failed by a previous cinematic job.

Parameters

  • anim_dict_path · required
  • previous_result · required
  • destination_path · required
  • unreal_project_path · required
  • log_file_path · required
  • unreal_command_path · default 'C:/Program Files/Epic Games/UE_5.5/Engine/Binaries/Win64/UnrealEditor-Cmd.exe'

Related functions

run_server

api.dcc.unreal.run_server(...)
Signature
run_server()
Target
unreal_tools.http_server.run_server
Source
unreal_tools/http_server.py:256
Name status
Friendly call available

Parameters

None documented.

Related functions

save_assets

api.dcc.unreal.save_assets(...)
Signature
save_assets(asset_paths, only_if_is_dirty=False)
Target
unreal_tools.assets.save_assets
Source
unreal_tools/assets.py:285
Name status
Friendly call available

Parameters

  • asset_paths · required
  • only_if_is_dirty · default False

Related functions

scan_blueprint

api.dcc.unreal.scan_blueprint(...)
Signature
scan_blueprint(asset_path, include_graphs=True, include_defaults=True)
Target
unreal_tools.blueprint.scan_blueprint
Source
unreal_tools/blueprint.py:332
Name status
Friendly call available

Parameters

  • asset_path · required
  • include_graphs · default True
  • include_defaults · default True

Related functions

scan_loaded_level

api.dcc.unreal.scan_loaded_level(...)
Signature
scan_loaded_level(include_components=True, max_actors=2000)
Target
unreal_tools.level.scan_loaded_level
Source
unreal_tools/level.py:49
Name status
Friendly call available

Return JSON-serializable facts about the currently loaded editor level.

Parameters

  • include_components · default True
  • max_actors · default 2000

search_node_actions

api.dcc.unreal.search_node_actions(...)
Signature
search_node_actions(blueprint_path, graph_name, query, max_results=50)
Target
unreal_tools.blueprint.search_node_actions
Source
unreal_tools/blueprint.py:686
Name status
Friendly call available

Search live graph-context Blueprint actions without changing the source asset.

Parameters

  • blueprint_path · required
  • graph_name · required
  • query · required
  • max_results · default 50

Related functions

select_actors_by_query

api.dcc.unreal.select_actors_by_query(...)
Signature
select_actors_by_query(query)
Target
unreal_tools.level.select_actors_by_query
Source
unreal_tools/level.py:219
Name status
Friendly call available

Resolve actor query/queries to real Actor objects and select them in-editor.

Parameters

  • query · required

Related functions

server_status

api.dcc.unreal.server_status(...)
Signature
server_status()
Target
unreal_tools.http_server.server_status
Source
unreal_tools/http_server.py:301
Name status
Friendly call available

Return listener and worker state for startup diagnostics.

Parameters

None documented.

Related functions

set_body_property

api.dcc.unreal.set_body_property(...)
Signature
set_body_property(asset_path, body_name, property_name, value, save=True, value_type="auto")
Target
unreal_tools.physics.set_body_property
Source
unreal_tools/physics.py:52
Name status
Friendly call available

Parameters

  • asset_path · required
  • body_name · required
  • property_name · required
  • value · required
  • save · default True
  • value_type · default 'auto'

Related functions

set_chain_mapping

api.dcc.unreal.set_chain_mapping(...)
Signature
set_chain_mapping(retargeter_path, source_chain, target_chain)
Target
unreal_tools.retarget.set_chain_mapping
Source
unreal_tools/retarget.py:164
Name status
Friendly call available

Parameters

  • retargeter_path · required
  • source_chain · required
  • target_chain · required

Related functions

set_collision_profile

api.dcc.unreal.set_collision_profile(...)
Signature
set_collision_profile(actor_query: str, profile_name: str, component_name: str = "") -> str
Target
unreal_tools.physics.set_collision_profile
Source
unreal_tools/physics.py:150
Name status
Friendly call available

Parameters

  • actor_query · str · required
  • profile_name · str · required
  • component_name · str · default ''

Related functions

set_constraint_property

api.dcc.unreal.set_constraint_property(...)
Signature
set_constraint_property(asset_path, constraint_name, property_name, value, save=True, value_type="auto")
Target
unreal_tools.physics.set_constraint_property
Source
unreal_tools/physics.py:63
Name status
Friendly call available

Parameters

  • asset_path · required
  • constraint_name · required
  • property_name · required
  • value · required
  • save · default True
  • value_type · default 'auto'

Related functions

set_control_default

api.dcc.unreal.set_control_default(...)
Signature
set_control_default(rig_path, control_name, value, save=True)
Target
unreal_tools.control_rig.set_control_default
Source
unreal_tools/control_rig.py:984
Name status
Friendly call available

Parameters

  • rig_path · required
  • control_name · required
  • value · required
  • save · default True

Related functions

set_control_property

api.dcc.unreal.set_control_property(...)
Signature
set_control_property(rig_path, control_name, property_name, value, save=True)
Target
unreal_tools.control_rig.set_control_property
Source
unreal_tools/control_rig.py:971
Name status
Friendly call available

Parameters

  • rig_path · required
  • control_name · required
  • property_name · required
  • value · required
  • save · default True

Related functions

set_database_property

api.dcc.unreal.set_database_property(...)
Signature
set_database_property(database_path: str, property_name: str, value) -> str
Target
unreal_tools.motion_matching.set_database_property
Source
unreal_tools/motion_matching.py:104
Name status
Friendly call available

Parameters

  • database_path · str · required
  • property_name · str · required
  • value · required

Related functions

set_emitter_property

api.dcc.unreal.set_emitter_property(...)
Signature
set_emitter_property(
Target
unreal_tools.niagara.set_emitter_property
Source
unreal_tools/niagara.py:392
Name status
Friendly call available

Parameters

  • system_path · str · required
  • emitter_name · str · required
  • property_name · str · required
  • value · required

Related functions

set_frame_rate

api.dcc.unreal.set_frame_rate(...)
Signature
set_frame_rate(sequence, fps, numerator=None, denominator=None)
Target
unreal_tools.sequence_importer.set_frame_rate
Source
unreal_tools/sequence_importer.py:1585
Name status
Friendly call available

Sets the start and end time for the given Level Sequence directly. :param sequence: The LevelSequence asset to modify. :param fps: Frame Rate from Export data

Parameters

  • sequence · required
  • fps · required
  • numerator · default None
  • denominator · default None

Related functions

set_module_input

api.dcc.unreal.set_module_input(...)
Signature
set_module_input(
Target
unreal_tools.niagara.set_module_input
Source
unreal_tools/niagara.py:314
Name status
Friendly call available

Parameters

  • asset_path · str · required
  • module_name · str · required
  • input_name · str · required
  • value · required
  • emitter_name · str · default ''
  • script_usage · str · default ''
  • value_type · str · default 'auto'

Related functions

set_reflected_property

api.dcc.unreal.set_reflected_property(...)
Signature
set_reflected_property(asset_path, property_name, value)
Target
unreal_tools.assets.set_reflected_property
Source
unreal_tools/assets.py:319
Name status
Friendly call available

Parameters

  • asset_path · required
  • property_name · required
  • value · required

Related functions

set_renderer_property

api.dcc.unreal.set_renderer_property(...)
Signature
set_renderer_property(
Target
unreal_tools.niagara.set_renderer_property
Source
unreal_tools/niagara.py:293
Name status
Friendly call available

Parameters

  • asset_path · str · required
  • property_name · str · required
  • value · required
  • emitter_name · str · default ''
  • renderer_index · int · default 0
  • value_type · str · default 'auto'

Related functions

set_root_settings

api.dcc.unreal.set_root_settings(...)
Signature
set_root_settings(retargeter_path, blend_height=1.0, scale_factor=1.0)
Target
unreal_tools.retarget.set_root_settings
Source
unreal_tools/retarget.py:188
Name status
Friendly call available

Parameters

  • retargeter_path · required
  • blend_height · default 1.0
  • scale_factor · default 1.0

Related functions

set_schema

api.dcc.unreal.set_schema(...)
Signature
set_schema(asset_path, keys, replace_existing=True, save=True)
Target
unreal_tools.blackboard.set_schema
Source
unreal_tools/blackboard.py:57
Name status
Friendly call available

Sets a Blackboard schema using reflected key-type subobjects. :param asset_path: Unreal Blackboard Data content path :param keys: key specification dictionaries :param replace_existing: whether to replace all existing keys :param save: whether to save the Blackboard package :return: JSON authoring and schema readback receipt

Parameters

  • asset_path · required
  • keys · required
  • replace_existing · default True
  • save · default True

Related functions

set_section_range

api.dcc.unreal.set_section_range(...)
Signature
set_section_range(section, start_frame, end_frame)
Target
unreal_tools.sequence_importer.set_section_range
Source
unreal_tools/sequence_importer.py:1536
Name status
Friendly call available

Sets the start and end time for the given section directly. :param section: actual section object in sequencer :param start_frame: start frame to set the section to :param end_frame: end frame to set the section to :return:

Parameters

  • section · required
  • start_frame · required
  • end_frame · required

Related functions

set_sequence_range

api.dcc.unreal.set_sequence_range(...)
Signature
set_sequence_range(sequence, start_frame, end_frame)
Target
unreal_tools.sequence_importer.set_sequence_range
Source
unreal_tools/sequence_importer.py:1560
Name status
Friendly call available

Sets the start and end time for the given Level Sequence directly. :param sequence: The LevelSequence asset to modify. :param start_frame: The start time (in frames). :param end_frame: The end time (in frames).

Parameters

  • sequence · required
  • start_frame · required
  • end_frame · required

Related functions

set_slot_animation

api.dcc.unreal.set_slot_animation(...)
Signature
set_slot_animation(anim_bp_path, slot_name, animation_path)
Target
unreal_tools.animation.set_slot_animation
Source
unreal_tools/animation.py:134
Name status
Friendly call available

Sets an animation on a montage slot compatible with an Animation Blueprint. :param anim_bp_path: Animation Blueprint used to resolve the target skeleton. :param slot_name: montage slot name to assign. :param animation_path: source AnimSequence asset path. :return: JSON operation result with asset and slot readback.

Parameters

  • anim_bp_path · required
  • slot_name · required
  • animation_path · required

Related functions

set_state_transition_rule

api.dcc.unreal.set_state_transition_rule(...)
Signature
set_state_transition_rule(anim_bp_path, from_state, to_state, condition_rule)
Target
unreal_tools.animation.set_state_transition_rule
Source
unreal_tools/animation.py:746
Name status
Friendly call available

Parameters

  • anim_bp_path · required
  • from_state · required
  • to_state · required
  • condition_rule · required

Related functions

set_user_parameter

api.dcc.unreal.set_user_parameter(...)
Signature
set_user_parameter(
Target
unreal_tools.niagara.set_user_parameter
Source
unreal_tools/niagara.py:277
Name status
Friendly call available

Parameters

  • asset_path · str · required
  • parameter_name · str · required
  • value · required
  • value_type · str · default 'auto'

Related functions

start_http_server_in_thread

api.dcc.unreal.start_http_server_in_thread(...)
Signature
start_http_server_in_thread()
Target
unreal_tools.http_server.start_http_server_in_thread
Source
unreal_tools/http_server.py:283
Name status
Friendly call available

Start the listener unless a live server thread already owns it.

Parameters

None documented.

Related functions

synthesize_transition_rule_expression

api.dcc.unreal.synthesize_transition_rule_expression(...)
Signature
synthesize_transition_rule_expression(anim_bp_path, state_machine_name, from_state, to_state, rule_expression)
Target
unreal_tools.animation.synthesize_transition_rule_expression
Source
unreal_tools/animation.py:757
Name status
Friendly call available

Parameters

  • anim_bp_path · required
  • state_machine_name · required
  • from_state · required
  • to_state · required
  • rule_expression · required

Related functions

tick

api.dcc.unreal.tick(...)
Signature
tick(delta_time)
Target
unreal_tools.http_server.tick
Source
unreal_tools/http_server.py:146
Name status
Friendly call available

Parameters

  • delta_time · required

update_asset_registry_and_save

api.dcc.unreal.update_asset_registry_and_save(...)
Signature
update_asset_registry_and_save(asset_directory, asset_path)
Target
unreal_tools.sequence_importer.update_asset_registry_and_save
Source
unreal_tools/sequence_importer.py:1573
Name status
Friendly call available

Saves the asset after refreshing, seems necessary from cmd.exe :param asset_directory: directory to refresh assets for :param asset_path: asset path to save :return:

Parameters

  • asset_directory · required
  • asset_path · required

validate_character_montages

api.dcc.unreal.validate_character_montages(...)
Signature
validate_character_montages(
Target
unreal_tools.runtime.validate_character_montages
Source
unreal_tools/runtime.py:157
Name status
Friendly call available

Parameters

  • character_blueprint_path · required
  • montage_paths · required
  • expected_anim_class_contains · default ''

Related functions

validate_playback

api.dcc.unreal.validate_playback(...)
Signature
validate_playback(sequence_path="", expected_assets=None, open_sequence=False)
Target
unreal_tools.sequencer.validate_playback
Source
unreal_tools/sequencer.py:57
Name status
Friendly call available

Read back a Level Sequence enough to prove it can be validated.

Parameters

  • sequence_path · default ''
  • expected_assets · default None
  • open_sequence · default False

validate_sequence_manifest

api.dcc.unreal.validate_sequence_manifest(...)
Signature
validate_sequence_manifest(value: Mapping[str, Any]) -> tuple[dict[str, Any], ...]
Target
unreal_tools.sequence_import_contract.validate_sequence_manifest
Source
unreal_tools/sequence_import_contract.py:95
Name status
Friendly call available

Parameters

  • value · Mapping[str, Any] · required

Related functions

verify_ai_studio_bridge

api.dcc.unreal.verify_ai_studio_bridge(...)
Signature
verify_ai_studio_bridge()
Target
unreal_tools.http_server.verify_ai_studio_bridge
Source
unreal_tools/http_server.py:59
Name status
Friendly call available

Parameters

None documented.

verify_arm_reference_pose

api.dcc.unreal.verify_arm_reference_pose(...)
Signature
verify_arm_reference_pose(blueprint, joint_map)
Target
unreal_tools.control_rig.verify_arm_reference_pose
Source
unreal_tools/control_rig.py:643
Name status
Friendly call available

Reject fresh builds with arm or roll-bone rest-pose flips in FK or IK.

Parameters

  • blueprint · required
  • joint_map · required

Related functions

verify_reverse_feet

api.dcc.unreal.verify_reverse_feet(...)
Signature
verify_reverse_feet(blueprint, joint_map=None)
Target
unreal_tools.reverse_foot.verify_reverse_feet
Source
unreal_tools/reverse_foot.py:270
Name status
Friendly call available

Exercise fresh transient instances; never change animator control values.

Parameters

  • blueprint · required
  • joint_map · default None

Related functions

verify_toe_ik

api.dcc.unreal.verify_toe_ik(...)
Signature
verify_toe_ik(blueprint, joint_map)
Target
unreal_tools.reverse_foot.verify_toe_ik
Source
unreal_tools/reverse_foot.py:348
Name status
Friendly call available

Regression for pelvis lift: SC aims at planted goals without stretching.

Parameters

  • blueprint · required
  • joint_map · required

Related functions

wire_state_machine_to_output_pose

api.dcc.unreal.wire_state_machine_to_output_pose(...)
Signature
wire_state_machine_to_output_pose(anim_bp_path, state_machine_name)
Target
unreal_tools.animation.wire_state_machine_to_output_pose
Source
unreal_tools/animation.py:633
Name status
Friendly call available

Parameters

  • anim_bp_path · required
  • state_machine_name · required

Related functions

write_dict_to_file

api.dcc.unreal.write_dict_to_file(...)
Signature
write_dict_to_file(anim_dict, file_path)
Target
unreal_tools.sequence_importer.write_dict_to_file
Source
unreal_tools/sequence_importer.py:1363
Name status
Friendly call available

Writes a dictionary to a JSON file. :param anim_dict: The dictionary to write to a file. :param file_path: Path where the file will be saved. :return: Path to the saved file.

Parameters

  • anim_dict · required
  • file_path · required

Related functions

apply_graph_spec

api.dcc.unreal.call('unreal_tools.blueprint.apply_graph_spec', ...)
Signature
apply_graph_spec(blueprint_path, graph_name, graph_spec, save=True)
Target
unreal_tools.blueprint.apply_graph_spec
Source
unreal_tools/blueprint.py:830
Name status
Use the full target path

Apply an approved, explicit node graph without mechanic-specific dispatch.

Parameters

  • blueprint_path · required
  • graph_name · required
  • graph_spec · required
  • save · default True

Related functions

apply_graph_spec

api.dcc.unreal.call('unreal_tools.pcg.apply_graph_spec', ...)
Signature
apply_graph_spec(
Target
unreal_tools.pcg.apply_graph_spec
Source
unreal_tools/pcg.py:176
Name status
Use the full target path

Applies a typed PCG node and connection specification. :param graph_path: Unreal PCG graph content path :param nodes: node specifications with id, settings_class, position, and properties :param edges: connection specifications with source, target, and pin labels :param clear_existing: whether to remove existing user nodes first :param save: whether to save the graph package :return: JSON authoring and structural readback receipt

Parameters

  • graph_path · required
  • nodes · required
  • edges · required
  • clear_existing · default True
  • save · default True

Related functions

create_cinematic_sequence_from_json

api.dcc.unreal.call('unreal_tools.sequence_func.create_cinematic_sequence_from_json', ...)
Signature
create_cinematic_sequence_from_json(anim_dict_path, destination_path="/Game/Cinematics")
Target
unreal_tools.sequence_func.create_cinematic_sequence_from_json
Source
unreal_tools/sequence_func.py:7
Name status
Use the full target path

:param anim_dict_path: path to json with sequence_data :param destination_path: path to where Cinematics are stored in project :return:

Parameters

  • anim_dict_path · required
  • destination_path · default '/Game/Cinematics'

create_cinematic_sequence_from_json

api.dcc.unreal.call('unreal_tools.sequence_importer.create_cinematic_sequence_from_json', ...)
Signature
create_cinematic_sequence_from_json(anim_dict_path, destination_path="/Game/Cinematics/", from_cmd=True)
Target
unreal_tools.sequence_importer.create_cinematic_sequence_from_json
Source
unreal_tools/sequence_importer.py:1627
Name status
Use the full target path

Creates a cinematic sequence in Unreal Engine from a JSON file. :param anim_dict_path: Path to the JSON file containing animation data, generated from maya export :param destination_path: Path to the directory where the cinematic sequence will be saved in Unreal Engine. :return: Path to the created sequence.

Parameters

  • anim_dict_path · required
  • destination_path · default '/Game/Cinematics/'
  • from_cmd · default True

Related functions

create_ik_rig

api.dcc.unreal.call('unreal_tools.retarget.create_ik_rig', ...)
Signature
create_ik_rig(skeletal_mesh_path, save_path="")
Target
unreal_tools.retarget.create_ik_rig
Source
unreal_tools/retarget.py:56
Name status
Use the full target path

Parameters

  • skeletal_mesh_path · required
  • save_path · default ''

Related functions

create_ik_rig

api.dcc.unreal.call('unreal_tools.retargeting.create_ik_rig', ...)
Signature
create_ik_rig(
Target
unreal_tools.retargeting.create_ik_rig
Source
unreal_tools/retargeting.py:49
Name status
Use the full target path

Create an IK Rig from explicit bone-chain data and verify its readback.

Parameters

  • skeletal_mesh_path · str · required
  • destination_path · str · required
  • asset_name · str · required
  • retarget_root · str · required
  • chains · list[dict] · required
  • replace_existing · bool · default False
  • save · bool · default True

Related functions

find_uasset_path

api.dcc.unreal.call('unreal_tools.control_rig.find_uasset_path', ...)
Signature
find_uasset_path(file_name)
Target
unreal_tools.control_rig.find_uasset_path
Source
unreal_tools/control_rig.py:548
Name status
Use the full target path

Finds the path of a .uasset file by name. :param file_name: The name of the asset to find. :return: Path to the asset if found, None otherwise.

Parameters

  • file_name · required

find_uasset_path

api.dcc.unreal.call('unreal_tools.sequence_importer.find_uasset_path', ...)
Signature
find_uasset_path(file_name)
Target
unreal_tools.sequence_importer.find_uasset_path
Source
unreal_tools/sequence_importer.py:1407
Name status
Use the full target path

Finds the path of a .uasset file by name. :param file_name: The name of the asset to find. :return: Path to the asset if found, None otherwise.

Parameters

  • file_name · required

Related functions

retarget_animation

api.dcc.unreal.call('unreal_tools.animation.retarget_animation', ...)
Signature
retarget_animation(
Target
unreal_tools.animation.retarget_animation
Source
unreal_tools/animation.py:774
Name status
Use the full target path

Retarget an animation through an explicit or discoverable IK Retargeter.

Parameters

  • source_animation · required
  • source_skeletal_mesh_path · default ''
  • target_skeletal_mesh_path · default ''
  • output_path · default '/Game/Animations/Retargeted'
  • retargeter_path · default ''
  • destination_suffix · default '_Retargeted'
  • save · default True

Related functions

retarget_animation

api.dcc.unreal.call('unreal_tools.retargeting.retarget_animation', ...)
Signature
retarget_animation(
Target
unreal_tools.retargeting.retarget_animation
Source
unreal_tools/retargeting.py:388
Name status
Use the full target path

Retarget one animation and verify its selected target Skeleton identity.

Parameters

  • animation_path · str · required
  • source_skeletal_mesh_path · str · required
  • target_skeletal_mesh_path · str · required
  • retargeter_path · str · required
  • destination_path · str · required
  • destination_suffix · str · default '_Retargeted'
  • save · bool · default True

Related functions

set_profile_property

api.dcc.unreal.call('unreal_tools.physics.set_profile_property', ...)
Signature
set_profile_property(
Target
unreal_tools.physics.set_profile_property
Source
unreal_tools/physics.py:74
Name status
Use the full target path

Parameters

  • asset_path · str · required
  • profile_name · str · required
  • property_name · str · required
  • value · required
  • save · bool · default True
  • value_type · str · default 'auto'

Related functions

set_profile_property

api.dcc.unreal.call('unreal_tools.retarget.set_profile_property', ...)
Signature
set_profile_property(retargeter_path, profile_name, property_name, value)
Target
unreal_tools.retarget.set_profile_property
Source
unreal_tools/retarget.py:225
Name status
Use the full target path

Parameters

  • retargeter_path · required
  • profile_name · required
  • property_name · required
  • value · required

Related functions

Registered host operations

These are planner and bridge operations, not individual Python wrapper methods. Availability depends on a connected host, its bridge, required inputs, and the operation’s execution mode.

Unreal Anim Graph Add State

anim_graph.add_state · host_native · changes project

Add a state (with optional animation asset) to a State Machine inside an Animation Blueprint.

Required inputs: anim_bp_path, state_machine_name, state_name.

Unreal Anim Graph Add State Machine

anim_graph.add_state_machine · host_native · changes project

Add a new State Machine node to the AnimGraph of an Animation Blueprint.

Required inputs: anim_bp_path, state_machine_name.

Unreal Anim Graph Add Transition Rule

anim_graph.add_transition_rule · host_native · changes project

Add a transition rule between two states inside an Animation Blueprint State Machine.

Required inputs: anim_bp_path, state_machine_name, from_state, to_state, rule_expression.

Unreal Anim Graph Synthesize Transition Rule Expression

anim_graph.synthesize_transition_rule_expression · host_native · changes project

Synthesize and apply a transition rule expression (e.g. variable comparison) between two states.

Required inputs: anim_bp_path, state_machine_name, from_state, to_state, rule_expression.

Unreal Anim Graph Wire State Machine to Output Pose

anim_graph.wire_state_machine_to_output_pose · host_native · changes project

Wire a State Machine node's output to the Output Pose node in an Animation Blueprint.

Required inputs: anim_bp_path, state_machine_name.

Unreal Add Animation Notify

animation.add_anim_notify · host_native · changes project

Add an Anim Notify or custom notify class to a character animation sequence at a specific timeline ratio.

Required inputs: animation_path, notify_name.

Unreal Create Animation Blueprint

animation.create_anim_bp · host_native · changes project

Create or update an Animation Blueprint from a known template.

Required inputs: skeleton_path, asset_path.

Unreal Delete Animation State

animation.delete_state · host_native · changes project

Delete a state from a locomotion state machine in an Animation Blueprint.

Required inputs: anim_bp_path, state_machine_name, state_name.

Unreal Delete Animation Transition

animation.delete_transition · host_native · changes project

Delete a transition between two states in an Animation Blueprint locomotion state machine.

Required inputs: anim_bp_path, from_state, to_state.

Unreal Compatible Animation Search

animation.find_compatible · host_native · read-only or UI action

Find animation assets compatible with a skeleton before building animation systems.

Required inputs: skeleton_path.

Unreal Get Locomotion State Machine Graph

animation.get_state_machine_graph · host_native · read-only or UI action

Retrieve states and transitions for a locomotion state machine in an Animation Blueprint.

Required inputs: anim_bp_path, state_machine_name.

Inspect Imported Unreal Animation Pipeline

animation.inspect_imported_pipeline · host_native · read-only or UI action

Inspect imported animation timing, root motion, Skeleton ownership, and target compatibility.

Required inputs: imported_paths.

Unreal Rename Animation State

animation.rename_state · host_native · changes project

Rename an existing state in a locomotion state machine.

Required inputs: anim_bp_path, state_machine_name, old_state_name, new_state_name.

Report Final Unreal Animation Pipeline Assets

animation.report_pipeline_assets · host_native · read-only or UI action

Report final imported and retargeted asset existence, save state, and Skeleton ownership.

Required inputs: imported_paths, animation_paths.

Retarget Imported Unreal Animations When Needed

animation.retarget_imported_if_needed · host_native · changes project

Preserve compatible AnimSequences and retarget only incompatible imports with structured readback.

Required inputs: compatibility_report.

Unreal Set Slot Animation

animation.set_slot_animation · host_native · changes project

Assign an animation asset to an Animation Blueprint slot.

Required inputs: anim_bp_path, slot_name, animation_path.

Unreal Set State Transition Rule

animation.set_state_transition_rule · host_native · changes project

Set the boolean logic rule or condition variable for a state transition.

Required inputs: anim_bp_path, from_state, to_state, condition_rule.

Add Reflected Object Array Reference

asset.array_add_object_reference · host_native · changes project

Add an object reference to a reflected array with readback.

Required inputs: asset_path, property_name, object_path.

Remove Reflected Object Array Reference

asset.array_remove_object_reference · host_native · changes project

Remove an object reference from a reflected array with readback.

Required inputs: asset_path, property_name, object_path.

Create Reflected Asset by Class Path

asset.create_by_class_path · host_native · changes project

Create a supported asset from an exact reflected class path.

Required inputs: asset_path, class_path.

Unreal Delete Assets

asset.delete · host_native · changes project

Delete one or more assets from the Content Browser.

Required inputs: asset_paths.

Unreal Duplicate Asset

asset.duplicate · host_native · changes project

Duplicate an asset to a new path in the Content Browser.

Required inputs: asset_path, destination_path.

Inspect Reflected Asset

asset.inspect_reflected · host_native · read-only or UI action

Read reflected properties from an Unreal asset.

Required inputs: asset_path.

Unreal Rename Asset

asset.rename · host_native · changes project

Rename an existing asset in the Content Browser.

Required inputs: asset_path, new_name.

Unreal Save Assets

asset.save · host_native · changes project

Save dirty/unsaved assets in the editor.

Required inputs: none.

Set Reflected Asset Property

asset.set_reflected_property · host_native · changes project

Set and read back one reflected Unreal asset property.

Required inputs: asset_path, property_name, value.

Unreal Asset Dependencies

assets.dependencies · host_native · read-only or UI action

Return dependency and reference data for a specific asset.

Required inputs: asset_path.

Unreal Inspect Asset

assets.inspect · host_native · read-only or UI action

Return class, package, metadata, dependencies, references, tags, and asset-specific summary.

Required inputs: asset_path.

Author Behavior Tree Baseline

behavior_tree.author_baseline · host_native · changes project

Author Root to Selector to Wait topology, rebuild runtime data, save, and read back.

Required inputs: behavior_tree_path.

Author Mixed Behavior Tree Task Graph

behavior_tree.author_task_graph · host_native · changes project

Author a Selector or Sequence containing ordered Move To and Wait tasks, resolve Blackboard keys, rebuild runtime data, save, and return dual readback.

Required inputs: behavior_tree_path, blackboard_path, tasks.

Author Behavior Tree Wait Graph

behavior_tree.author_wait_graph · host_native · changes project

Author a Selector or Sequence with multiple ordered Wait task children and runtime readback.

Required inputs: behavior_tree_path, composite_type, wait_seconds.

Inspect Blackboard Schema

blackboard.inspect_schema · host_native · read-only or UI action

Inspect Blackboard key names, types, categories, and synchronization settings.

Required inputs: asset_path.

Author Blackboard Schema

blackboard.set_schema · host_native · changes project

Author, save, and read back a typed Blackboard schema.

Required inputs: asset_path, keys.

Unreal Add Blueprint Component

blueprint.add_component · host_native · changes project

Add a Blueprint-authored component with SubobjectData compile/save readback.

Required inputs: blueprint_path, component_class, component_name.

Unreal Add Blueprint Function

blueprint.add_function · host_native · changes project

Add a new function to a Blueprint asset.

Required inputs: blueprint_path, function_name.

Unreal Add Blueprint Node

blueprint.add_node · host_native · changes project

Add a node to a specific Blueprint graph.

Required inputs: blueprint_path, graph_name, node_class.

Unreal Apply Approved Blueprint Graph Spec

blueprint.apply_graph_spec · host_native · changes project

Apply an explicit node, pin-value, and link specification; reject incomplete or schema-invalid graph work.

Required inputs: blueprint_path, graph_name, graph_spec.

Build Evidence-Bounded Blueprint Graph Prompt

blueprint.build_graph_spec_prompt · host_native · read-only or UI action

Prepare a model request containing only live-verified palette actions and exact pin signatures; does not mutate assets or claim success.

Required inputs: semantic_operations, available_actions.

Unreal Compile Blueprint

blueprint.compile · host_native · read-only or UI action

Compile a Blueprint and return compiler errors/warnings.

Required inputs: asset_path.

Unreal Compile and Save Blueprint

blueprint.compile_and_save · host_native · changes project

Compile a Blueprint and save it if compilation succeeds.

Required inputs: asset_path.

Configure Blueprint Replication

blueprint.configure_replication · host_native · changes project

Configure replicated variables, RepNotify fields, and server RPCs.

Required inputs: blueprint_path.

Unreal Connect Blueprint Node Pins

blueprint.connect_node_pins · host_native · changes project

Connect pin A of node X to pin B of node Y in a Blueprint graph (EventGraph or AnimGraph).

Required inputs: blueprint_path, graph_name, source_node, source_pin, target_node, target_pin.

Unreal Blueprint From Template

blueprint.create_from_template · host_native · changes project

Create a Blueprint from a controlled template rather than raw generated graph edits.

Required inputs: template, asset_path.

Unreal Create Blueprint Variable

blueprint.create_variable · host_native · changes project

Create a typed Blueprint variable with generated-class default-value readback.

Required inputs: blueprint_path, variable_name, variable_type.

Unreal Describe Blueprint Node Action

blueprint.describe_node_action · host_native · read-only or UI action

Verify one exact context-filtered palette action and return its typed pins without modifying the Blueprint.

Required inputs: blueprint_path, graph_name, palette_action.

Discover Blueprint Action Candidates

blueprint.discover_action_candidates · host_native · read-only or UI action

Search live context-filtered Blueprint actions for semantic operations without selecting nodes or mutating assets.

Required inputs: blueprint_path, graph_name, semantic_operations.

Unreal Get Blueprint Compile Errors

blueprint.get_compile_errors · host_native · read-only or UI action

Retrieve compiler errors and warnings for a Blueprint after compilation fails.

Required inputs: blueprint_path.

Unreal Open Blueprint Function

blueprint.open_function · user_delegated · changes project

Open a Blueprint function graph through an explicit Unreal Editor UI handoff.

Required inputs: blueprint_path, function_name.

Unreal Open Blueprint Graph

blueprint.open_graph · user_delegated · changes project

Open a Blueprint graph through an explicit Unreal Editor UI handoff.

Required inputs: blueprint_path, graph_name.

Unreal Probe Blueprint Node Action

blueprint.probe_node_action · host_native · changes project

Create and remove an action on a retained disposable Blueprint copy, verifying real pins, compile status, and reset state.

Required inputs: blueprint_path, graph_name, palette_action.

Probe Selected Blueprint Actions

blueprint.probe_selected_actions · host_native · changes project

After approval, recover real pins by adding and removing selected actions on a retained disposable Blueprint copy.

Required inputs: blueprint_path, graph_name, selections.

Unreal Scan Blueprint

blueprint.scan · host_native · read-only or UI action

Return Blueprint variables, functions, components, parent class, interfaces, event graph features, and compile status.

Required inputs: asset_path.

Unreal Search Blueprint Node Actions

blueprint.search_node_actions · host_native · read-only or UI action

Search the live context-filtered Blueprint action database without modifying the Blueprint.

Required inputs: blueprint_path, graph_name, query.

Unreal Set Blueprint Breakpoint

blueprint.set_breakpoint · user_delegated · changes project

Set or toggle a Blueprint breakpoint through an explicit Unreal Editor UI handoff.

Required inputs: blueprint_path, node_name.

Unreal Set Blueprint Property

blueprint.set_property · user_delegated · changes project

Set a Blueprint default property through an explicit Unreal Editor handoff until typed CDO readback is installed.

Required inputs: blueprint_path, property_name, value.

Validate Blueprint Graph Spec Evidence

blueprint.validate_graph_spec_evidence · host_native · read-only or UI action

Fail closed on missing action evidence, invented pins, reversed directions, or incompatible pin types before Unreal mutation.

Required inputs: graph_spec.

Unreal Add Control Rig Element

control_rig.add_rig_element · host_native · changes project

Add a new control, bone, or space element to the Control Rig hierarchy.

Required inputs: rig_path, element_name, element_type.

Unreal Connect Control Rig Nodes

control_rig.connect_rig_nodes · host_native · changes project

Wire execution or value pins between nodes in the Control Rig graph.

Required inputs: rig_path, source_node, source_pin, target_node, target_pin.

Unreal List Control Rig Controls

control_rig.list_controls · host_native · read-only or UI action

List all controls, types, and values in a Control Rig.

Required inputs: rig_path.

Unreal Rename Control Rig Control

control_rig.rename_control · host_native · changes project

Rename a control inside the Control Rig hierarchy.

Required inputs: rig_path, old_name, new_name.

Unreal Set Control Rig Control Default

control_rig.set_control_default · host_native · changes project

Set the default initialization value of a Control Rig control.

Required inputs: rig_path, control_name, value.

Unreal Set Control Rig Control Property

control_rig.set_control_property · host_native · changes project

Set a property (like position, limits) on a Control Rig control.

Required inputs: rig_path, control_name, property_name, value.

Create Unreal Data Table From Rows

data_table.create_from_rows · host_native · changes project

Create a Data Table for a native or asset-backed row struct, fill validated JSON rows, save, and verify exact row-name and column readback.

Required inputs: asset_path, row_struct_path, rows.

Inspect Unreal Data Table

data_table.inspect · host_native · read-only or UI action

Inspect a Data Table row struct, columns, row names, and JSON export.

Required inputs: asset_path.

Unreal Read Recent Log Errors

diagnostics.read_log_errors · host_native · read-only or UI action

Read a bounded tail of the active Unreal project log and return deduplicated runtime/compiler errors with occurrence counts.

Required inputs: none.

Create Unreal Domain Asset

domain_asset.create · host_native · changes project

Create a Widget Blueprint, PCG Graph, Behavior Tree, Blackboard, Level Sequence, or a factory-compatible MetaSound asset with class/save/registry readback.

Required inputs: asset_type, asset_path.

Inspect Unreal Domain Asset

domain_asset.inspect · host_native · read-only or UI action

Inspect a domain asset and verify its reflected class and asset-registry identity.

Required inputs: asset_path.

Unreal Execute Generic Feature Plan

feature.execute_generic_plan · host_native · read-only or UI action

Validate generic approved-plan execution readiness without embedding feature recipes.

Required inputs: plan.

Unreal Create Gameplay Ability

gameplay.create_gameplay_ability · host_native · changes project

Create a Gameplay Ability asset for an approved feature plan.

Required inputs: ability_name.

Unreal Create Stamina Component

gameplay.create_stamina_component · host_native · changes project

Create and compile the approved reusable stamina component and clean function graphs.

Required inputs: none.

Unreal Integrate Stamina Character

gameplay.integrate_stamina_character · host_native · changes project

Add the stamina component and IA_Sprint graph glue to BP_ThirdPersonCharacter.

Required inputs: none.

Unreal Gameplay Prototype From Template

gameplay.prototype_from_template · host_native · changes project

Create a gameplay prototype from an approved template.

Required inputs: template, target_path.

Unreal Validate Stamina Feature

gameplay.validate_stamina_feature · host_native · read-only or UI action

Compile and read back stamina variables, functions, component, input mappings, and graph layout.

Required inputs: none.

Unreal Add Input Mapping

input.add_mapping · host_native · changes project

Idempotently add and verify a key mapping in an Enhanced Input Mapping Context.

Required inputs: mapping_context_path, action_path, key_name.

Unreal Create Input Action

input.create_action · host_native · changes project

Create or validate an Enhanced Input Action and verify its saved asset state.

Required inputs: asset_path.

Compare Approaches

knowledge.compare_approaches · host_native · read-only or UI action

Compare baseline technique against candidates.

Required inputs: baseline, candidates.

Extract Claims from Sources

knowledge.extract_claims · host_native · read-only or UI action

Extract claims from search results.

Required inputs: sources.

Search Knowledge Sources

knowledge.search_sources · host_native · read-only or UI action

Search public sources for research.

Required inputs: query.

Unreal Delete Actor

level.delete_actor · host_native · changes project

Delete a placed actor from the current level.

Required inputs: actor_query.

Unreal Get Selected Actors

level.get_selected_actors · host_native · read-only or UI action

Get handles/names of the currently selected actors in the level.

Required inputs: none.

Organize Unreal Level Actors

level.organize_actors · host_native · changes project

Transactionally organize exact loaded actors by Outliner folder, label, tags, and editor visibility with ambiguity rejection and readback.

Required inputs: actor_specs.

Unreal Loaded Level Scan

level.scan_loaded · host_native · read-only or UI action

Return the current level, loaded actors, components, tags, selected actors, and streaming levels.

Required inputs: none.

Unreal Set Selected Actors

level.set_selected_actors · host_native · changes project

Set the active actor selection in the current level.

Required inputs: query.

Create Unreal Material

material.create · host_native · changes project

Create a blank Material with save and asset-registry readback.

Required inputs: asset_path.

Create Unreal Material Graph from Specification

material.create_from_spec · host_native · changes project

Create a generic Surface, Post Process, UI, or other Material graph from validated expression nodes, connections, outputs, reflected properties, and domain.

Required inputs: asset_path, nodes.

Create Parameterized PBR Material

material.create_parameterized_pbr · host_native · changes project

Create, wire, compile, save, and verify a parameterized PBR material graph.

Required inputs: asset_path.

Inspect Unreal Material

material.inspect · host_native · read-only or UI action

Inspect material expressions and material-property graph connections.

Required inputs: asset_path.

Author MetaSound Sine Tone Source

metasound.create_sine_tone_source · host_native · changes project

Author, connect, serialize, save, and read back a mono MetaSound sine source.

Required inputs: asset_path.

Create MetaSound Source From Typed Graph Specification

metasound.create_source_from_spec · host_native · changes project

Build a mono MetaSound Source from registered classes, typed defaults, and named-vertex connections.

Required inputs: asset_path, nodes, connections.

Unreal Add Motion Matching Animation

motion_matching.add_animation · host_native · changes project

Add an Animation Sequence or Blend Space to a Pose Search Database.

Required inputs: database_path, animation_path.

Unreal Add Motion Matching Schema Channel

motion_matching.add_schema_channel · host_native · changes project

Add a channel/feature description (like feet alignment or history) to a Pose Search Schema.

Required inputs: schema_path, channel_type.

Unreal Add Motion Matching State Animations

motion_matching.add_state_animations · host_native · changes project

Add state-tagged animations to a Pose Search Database.

Required inputs: database_path, animation_paths, state_tag.

Unreal Create Motion Matching Database

motion_matching.create_database · host_native · changes project

Create a Pose Search database using compatible animations.

Required inputs: skeleton_path, animation_paths, asset_path.

Unreal Create Motion Matching Schema

motion_matching.create_schema · host_native · changes project

Create a new Pose Search Schema asset defining query features.

Required inputs: schema_name.

Unreal Inspect Motion Matching Database

motion_matching.inspect_database · host_native · read-only or UI action

Inspect Pose Search Database settings and registered animations.

Required inputs: database_path.

Unreal Remove Motion Matching Animation

motion_matching.remove_animation · host_native · changes project

Remove an animation from a Pose Search Database.

Required inputs: database_path, animation_path.

Unreal Set Motion Matching Database Property

motion_matching.set_database_property · host_native · changes project

Set settings (e.g. weights, trajectory channels) on a Pose Search Database.

Required inputs: database_path, property_name, value.

Unreal Add Nav Mesh Bounds Volume

navigation.add_nav_mesh_bounds · host_native · changes project

Place a NavMeshBoundsVolume in the current level.

Required inputs: none.

Unreal Load Level

navigation.load_level · host_native · read-only or UI action

Load an Unreal map or level package in the editor.

Required inputs: level_path.

Unreal Open Asset

navigation.open_asset · host_native · read-only or UI action

Open an Unreal asset editor for a requested package path.

Required inputs: asset_path.

Unreal Open Content Browser

navigation.open_content_browser · host_native · read-only or UI action

Open or focus an Unreal Content Browser at a requested package folder.

Required inputs: folder_path.

Unreal Open Editor Window

navigation.open_window · host_native · read-only or UI action

Open a known Unreal editor tab or tool window by name.

Required inputs: window_name.

Inspect Unreal Authority Flow

network.inspect_authority_flow · host_native · read-only or UI action

Read back replicated properties, RPC functions, authority nodes, and compile state.

Required inputs: blueprint_path.

Unreal Add Niagara To Level

niagara.add_to_level · host_native · changes project

Spawn a Niagara system/actor into the current level, optionally using the current selection as context.

Required inputs: asset_path.

Attach Editable Niagara Character FX

niagara.attach_editable_character_fx · host_native · changes project

Attach a reusable Niagara system to a character and expose editable Blueprint parameter bindings.

Required inputs: blueprint_path.

Unreal Create Niagara Emitter

niagara.create_emitter · host_native · changes project

Create a Niagara emitter from a controlled template or safe default.

Required inputs: asset_path.

Unreal Delete Niagara Emitter

niagara.delete_emitter · host_native · changes project

Delete an emitter from a Niagara system.

Required inputs: system_path, emitter_name.

Unreal Inspect Niagara System

niagara.inspect_system · host_native · read-only or UI action

Inspect a Niagara system or emitter and return emitter/user parameter/renderer/module summary.

Required inputs: asset_path.

Unreal List Niagara Module Inputs

niagara.list_module_inputs · host_native · read-only or UI action

List reflectable Niagara module/script inputs for a system or emitter.

Required inputs: asset_path.

Unreal Set Niagara Emitter Property

niagara.set_emitter_property · host_native · changes project

Set a property value on a Niagara emitter inside a system.

Required inputs: system_path, emitter_name, property_name, value.

Unreal Set Niagara Module Input

niagara.set_module_input · host_native · changes project

Set a module/script input on a Niagara emitter or system when exposed through editor reflection.

Required inputs: asset_path, module_name, input_name, value.

Unreal Set Niagara Renderer Property

niagara.set_renderer_property · host_native · changes project

Set a renderer property on a Niagara emitter renderer when exposed through editor reflection.

Required inputs: asset_path, property_name, value.

Unreal Set Niagara User Parameter

niagara.set_user_parameter · host_native · changes project

Set a user/exposed Niagara parameter on a system or emitter when exposed through editor reflection.

Required inputs: asset_path, parameter_name, value.

Apply Typed PCG Graph Specification

pcg.apply_graph_spec · host_native · changes project

Apply validated PCG settings classes, properties, positions, and typed pin connections.

Required inputs: graph_path, nodes, edges.

Author PCG Grid Transform Graph

pcg.create_grid_transform_graph · host_native · changes project

Author, connect, save, and read back a Grid to Transform PCG graph.

Required inputs: graph_path.

Inspect PCG Graph

pcg.inspect_graph · host_native · read-only or UI action

Inspect PCG nodes, settings classes, positions, pins, and directed edges.

Required inputs: graph_path.

Unreal Add Physics Body

physics.add_body · host_native · changes project

Add a physical body shape for a skeleton bone.

Required inputs: physics_asset_path, bone_name.

Unreal Add Physics Constraint

physics.add_constraint · host_native · changes project

Add a constraint between two PhysicsAsset bodies.

Required inputs: physics_asset_path, bone_name_a, bone_name_b.

Add Physics Asset Profile

physics.add_profile · host_native · changes project

Add and optionally assign a physical animation or constraint profile.

Required inputs: asset_path, profile_name, profile_type.

Unreal Create Physics Asset

physics.create_physics_asset · host_native · changes project

Create a PhysicsAsset for a SkeletalMesh.

Required inputs: skeletal_mesh_path.

Unreal List Physics Bodies

physics.list_bodies · host_native · read-only or UI action

List discovered bodies in a PhysicsAsset along with likely editable fields.

Required inputs: asset_path.

Unreal List Physics Constraints

physics.list_constraints · host_native · read-only or UI action

List discovered constraints in a PhysicsAsset along with likely editable fields.

Required inputs: asset_path.

Remove Physics Asset Profile

physics.remove_profile · host_native · changes project

Remove a physical animation or constraint profile with readback.

Required inputs: asset_path, profile_name, profile_type.

Unreal Set Physics Body Property

physics.set_body_property · host_native · changes project

Set a common tunable property on a PhysicsAsset body instance, such as mass or damping.

Required inputs: asset_path, body_name, property_name, value.

Unreal Set Collision Profile

physics.set_collision_profile · host_native · changes project

Assign a collision profile to an actor component.

Required inputs: actor_query, profile_name.

Unreal Set Physics Constraint Property

physics.set_constraint_property · host_native · changes project

Set a common tunable property on a PhysicsAsset constraint instance, such as disable_collision or motion mode.

Required inputs: asset_path, constraint_name, property_name, value.

Unreal Set Physics Profile Property

physics.set_profile_property · host_native · changes project

Set a tunable property on a PhysicsAsset profile when exposed through editor reflection.

Required inputs: asset_path, profile_name, property_name, value.

Unreal Project Debug

project.debug · host_native · changes project

Scan project/level state, validate references, compile Blueprints when supported, and report what is broken plus suggested fixes.

Required inputs: none.

Unreal Find Project References

project.find_references · host_native · read-only or UI action

Find all references to a symbol, class, or asset across all Blueprints in the folder/project.

Required inputs: target_name.

Unreal Rename Project Symbol

project.rename_symbol · host_native · changes project

Rename a variable, function, or symbol name across all Blueprints in the folder/project.

Required inputs: old_name, new_name.

Unreal Project Snapshot

project.snapshot · host_native · read-only or UI action

Gather loaded-level state plus core project asset inventory for model context.

Required inputs: none.

Unreal Add IK Chain

retarget.add_ik_chain · host_native · changes project

Add a new IK solver chain (e.g. LeftLeg) between start and end bones.

Required inputs: ik_rig_path, chain_name, start_bone, end_bone.

Unreal Create IK Retargeter

retarget.create_ik_retargeter · host_native · changes project

Create an IK Retargeter asset mapping source IK Rig to target IK Rig.

Required inputs: source_ik_rig_path, target_ik_rig_path.

Unreal Create IK Rig

retarget.create_ik_rig · host_native · changes project

Create a new IK Rig asset targeting the given Skeletal Mesh.

Required inputs: skeletal_mesh_path.

Unreal Inspect IK Retargeter

retarget.inspect · host_native · read-only or UI action

Inspect retarget mappings, chains, and translation mode parameters.

Required inputs: retargeter_path.

Unreal Set IK Chain Mapping

retarget.set_chain_mapping · host_native · changes project

Map a source rig chain to a target rig chain inside the retargeter.

Required inputs: retargeter_path, source_chain, target_chain.

Unreal Set Retarget Profile Property

retarget.set_profile_property · host_native · changes project

Set retarget settings on a specific profile parameter.

Required inputs: retargeter_path, profile_name, property_name, value.

Unreal Set Retarget Root Settings

retarget.set_root_settings · host_native · changes project

Configure root motion and scaling settings on the retargeter.

Required inputs: retargeter_path.

Unreal Rollback Latest Operation

rollback.latest · host_native · changes project

Rollback the latest tracked safe operation when the Unreal side supports rollback data.

Required inputs: none.

Record Unreal Asset Snapshot

rollback.record_asset_snapshot · host_native · changes project

Duplicate an asset into the rollback journal before a bounded mutation.

Required inputs: asset_path.

Restore Unreal Asset Snapshot

rollback.restore_asset_snapshot · host_native · changes project

Restore the asset recorded by a rollback journal token, or the latest snapshot.

Required inputs: none.

Unreal Inject PIE Key

runtime.inject_key · host_native · read-only or UI action

Inject a public keyboard input into the active PIE viewport through AIStudioBridge.

Required inputs: key_name.

Unreal Inspect Character In PIE

runtime.inspect_character · host_native · read-only or UI action

Observe a live PIE character, its requested properties, active AnimInstance, and active montage.

Required inputs: character_blueprint_path.

Unreal Multiplayer PIE Validation

runtime.multiplayer_pie_validate · host_native · read-only or UI action

Configure and inspect a multi-client PIE session with structured readback proof.

Required inputs: none.

Unreal Begin PIE

runtime.pie_begin · host_native · read-only or UI action

Request Play In Editor and report whether PIE was already active or started.

Required inputs: none.

Unreal End PIE

runtime.pie_end · host_native · read-only or UI action

Request PIE shutdown and report the observed prior state.

Required inputs: none.

Unreal Inspect PIE Status

runtime.pie_status · host_native · read-only or UI action

Read the current PIE lifecycle state and available PIE worlds.

Required inputs: none.

Unreal Validate PIE Scenario

runtime.pie_validate · host_native · read-only or UI action

Fail-closed PIE validation of target assets and structured runtime expectations.

Required inputs: none.

Unreal Validate Character Montages In PIE

runtime.validate_character_montages · host_native · read-only or UI action

Play and observe montage assets on the live character AnimInstance; asset existence alone is not accepted.

Required inputs: character_blueprint_path, montage_paths.

Record Unreal Runtime Observation

semantic_index.record_runtime_observation · host_native · read-only or UI action

Persist structured PIE evidence in the project semantic index.

Required inputs: scenario_key, status, assertions, evidence.

Author Sequencer Camera Cuts

sequencer.author_camera_cuts · host_native · changes project

Author spawnable CineCameraActors, keyed transform tracks, non-overlapping camera cuts, playback range, save, and structural readback in a Level Sequence.

Required inputs: sequence_path, cameras.

Create Keyed Sequencer Float Track

sequencer.create_float_track · host_native · changes project

Create, key, save, and read back a master float track in a Level Sequence.

Required inputs: sequence_path, track_name, keys.

Unreal Delete Sequencer Track

sequencer.delete_track · host_native · changes project

Delete a track from a Level Sequence.

Required inputs: sequence_path, track_name.

Unreal Get Sequencer Tracks

sequencer.get_tracks · host_native · read-only or UI action

Get all tracks inside a Level Sequence.

Required inputs: sequence_path.

Inspect Unreal Skeletal Mesh Bones

skeletal.inspect_bones · host_native · read-only or UI action

Read bone names and hierarchy from a SkeletalMesh before attachment or retargeting.

Required inputs: skeletal_mesh_path.

Create Playable Unreal Sound Cue

sound_cue.create_from_wave · host_native · changes project

Create a playable Sound Cue from a Sound Wave, configure looping, volume, and pitch, save it, and verify the Wave Player root.

Required inputs: asset_path, sound_wave_path.

Inspect Unreal Sound Cue

sound_cue.inspect · host_native · read-only or UI action

Inspect a Sound Cue's playable root node and Sound Wave reference.

Required inputs: asset_path.

Create or Update Unreal BlendSpace

unreal.create_blendspace · host_native · changes project

Create or update a BlendSpace and verify its samples through the reflected AIStudio bridge.

Required inputs: asset_path, skeleton_path.

Unreal Validate References

validate.references · host_native · read-only or UI action

Validate references and optionally compile touched Blueprints.

Required inputs: none.

Author Widget Blueprint Canvas and Text

widget.author_canvas_text · host_native · changes project

Transactionally author, compile, save, and read back a Widget Blueprint design tree.

Required inputs: widget_blueprint_path.

Author Widget Blueprint From Specification

widget.author_from_spec · host_native · changes project

Transactionally author, compile, save, and read back a validated Widget Blueprint hierarchy.

Required inputs: widget_blueprint_path, widgets.