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.
Type to search all API references.
Bundled Python wrappers
- add_actor_to_level_sequence
- add_anim_notify
- add_anim_to_level_sequence
- add_anim_track_to_possessable
- add_animation
- add_blueprint_mesh_components_to_level_sequence
- add_body
- add_camera_actor_to_level_sequence
- add_camera_anim_to_level_sequence
- add_component
- add_constraint
- add_custom_events_to_blueprint
- add_function
- add_ik_chain
- add_nav_mesh_bounds
- add_node_to_graph
- add_parent_constraint_node
- add_profile
- add_rig_element
- add_schema_channel
- add_shot_sequence_section_to_shot_track
- add_shot_track_to_master_sequence
- add_skeletal_mesh_components_to_level_sequence
- add_state
- add_state_animations
- add_state_machine
- add_to_level
- add_transition_rule
- add_unreal_startup_script
- add_variables_to_blueprint
- apply_body_control_connections
- apply_body_joint_map
- array_add_object_reference
- array_remove_object_reference
- assign_origin_to_root
- attach_editable_character_fx
- author_baseline
- author_camera_cuts
- author_canvas_text
- author_from_spec
- author_task_graph
- author_wait_graph
- begin_pie
- build_ai_studio_bridge_plugin
- build_arm_modules
- build_feet_modules
- build_finger_modules
- build_import_options
- build_leg_modules
- build_modular_fk_control_rig
- build_neck_module
- build_shoulder_modules
- build_spine_module
- character_asset_folder
- cinematic_payload_from_manifest
- compile_and_save_anim_blueprint
- compile_and_save_blueprint
- compile_blueprint
- configure_arm_reference_axes
- configure_blueprint_replication
- connect_node_pins
- connect_rig_nodes
- connect_to_forward_solve
- create_blendspace
- create_by_class_path
- create_cinematic_sequence
- create_control_rig_from_asset
- create_domain_asset
- create_emitter
- create_float_track
- create_from_rows
- create_from_template
- create_from_wave
- create_gameplay_ability
- create_grid_transform_graph
- create_ik_retargeter
- create_ik_retargeter_from_template
- create_level_sequence
- create_material
- create_material_from_spec
- create_or_update_animation_blueprint
- create_parameterized_pbr_material
- create_physics_asset
- create_pose_search_database
- create_schema
- create_sine_tone_source
- create_source_from_spec
- create_validation_map
- create_variable
- delete_actor
- delete_assets
- delete_emitter
- delete_state_from_state_machine
- delete_state_transition
- delete_track
- describe_node_action
- detect_new_custom_attrs_from_animation
- discover_matching_ik_retargeters
- duplicate_asset
- end_pie
- ensure_unreal_python_plugin_enabled
- export_animation_assets
- export_selected_animation_assets
- extract_shot_number_from_path
- find_actor_by_blueprint_or_skeletal_mesh
- find_asset_path_by_name
- find_binding_for_component
- find_camera_component_in_scene
- find_compatible_animations
- find_possessable_for_actor
- find_references
- find_skeletal_meshes_using_skeleton
- finish_import_result
- get_actor_from_binding
- get_actor_from_possessable
- get_all_assets_of_type
- get_blueprint_binding_in_sequence
- get_blueprint_class_from_binding
- get_blueprint_graphs
- get_blueprints_using_skeleton
- get_blueprints_using_skeleton_cmd
- get_bone_hierarchy
- get_compile_errors
- get_control_rig_class
- get_dependencies
- get_engine_association
- get_existing_blueprint_mesh_components_in_level_sequence
- get_finger_joints
- get_full_range
- get_latest_unreal_log
- get_level_sequence_actor
- get_possessables_for_sequence
- get_section_range
- get_selected_actors
- get_skeleton_from_skeletal_mesh_using_metadata
- get_skeleton_path_by_name
- get_state_machine_graph
- get_top_level_mesh_component
- get_tracks
- get_unreal_cmd_exe
- get_unreal_install_path
- get_valid_events_from_import
- import_animation
- import_animation_source
- import_animation_verified
- import_animations_from_json
- import_fbx_verified
- import_function
- import_gameplay_animations_from_json
- import_skeletal_mesh_fbx
- inject_key
- inspect
- inspect_asset
- inspect_authority_flow
- inspect_bone_hierarchy
- inspect_bones
- inspect_character
- inspect_data_table
- inspect_database
- inspect_domain_asset
- inspect_graph
- inspect_ik_retargeter
- inspect_ik_rig
- inspect_imported_animation_pipeline
- inspect_material
- inspect_reflected
- inspect_schema
- inspect_sockets
- inspect_sound_cue
- inspect_system
- install_ai_studio_bridge_plugin
- install_reverse_feet
- is_port_in_use
- latest
- list_all_maps
- list_all_tracks_in_sequence
- list_bodies
- list_constraints
- list_controls
- list_module_inputs
- list_profiles
- list_skeletal_import_targets
- load_asset
- load_blueprint_class
- load_level
- load_level_sequence
- main
- manifest_from_workspace
- multiplayer_pie_validate
- new_import_result
- normalize_sequence_manifest
- object_path
- offset_float_track_keys
- offset_key_times_in_section
- offset_transform_track_keys
- open_asset
- open_content_browser
- open_window
- organize_actors
- pie_status
- pie_validate
- preflight_sequence_import_from_json
- preflight_sequence_workspace
- probe_node_action
- project_debug
- project_snapshot
- prototype_from_template
- publish_sequence_workspace
- read_dict_from_file
- record_asset_snapshot
- references
- registry_readback
- remove_animation
- remove_profile
- rename_asset
- rename_control
- rename_state
- rename_symbol
- render_level_sequence
- report_animation_pipeline_assets
- resolve_actor
- resolve_animation_target
- resolve_asset
- resolve_import_destination
- resolve_skeleton_path
- restore_asset_snapshot
- retarget_animation_with_matching_project_asset
- retarget_imported_animations_if_needed
- retry_failed_cinematic_sequence_from_json
- rollback_imported_assets
- run_create_cinematic_sequence
- run_create_modular_control_rig
- run_get_skeletons
- run_import_gameplay_animations
- run_import_skeletal_mesh_fbx
- run_list_skeletal_import_targets
- run_preflight_sequence_import
- run_retry_failed_cinematic_sequence
- run_server
- save_assets
- scan_blueprint
- scan_loaded_level
- search_node_actions
- select_actors_by_query
- server_status
- set_body_property
- set_chain_mapping
- set_collision_profile
- set_constraint_property
- set_control_default
- set_control_property
- set_database_property
- set_emitter_property
- set_frame_rate
- set_module_input
- set_reflected_property
- set_renderer_property
- set_root_settings
- set_schema
- set_section_range
- set_sequence_range
- set_slot_animation
- set_state_transition_rule
- set_user_parameter
- start_http_server_in_thread
- synthesize_transition_rule_expression
- tick
- update_asset_registry_and_save
- validate_character_montages
- validate_playback
- validate_sequence_manifest
- verify_ai_studio_bridge
- verify_arm_reference_pose
- verify_reverse_feet
- verify_toe_ik
- wire_state_machine_to_output_pose
- write_dict_to_file
- apply_graph_spec
- apply_graph_spec
- create_cinematic_sequence_from_json
- create_cinematic_sequence_from_json
- create_ik_rig
- create_ik_rig
- find_uasset_path
- find_uasset_path
- retarget_animation
- retarget_animation
- set_profile_property
- 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· requiredasset_path· requiredactor· default Nonepossessable· default Nonenamespace· 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· requirednotify_name· requirednotify_class· default ''time_ratio· default 0.0save· 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· requiredanim_track· requiredanim_section· default Nonestart_frame· default 0root_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· requiredanimation_asset_path· default Noneroot_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 · requiredanimation_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· requiredsequence_path· requiredactor· requiredcontrol_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 · requiredbone_name· str · requiredshape_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· requiredcamera_actor· default Nonecamera_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· requiredcamera_actor· requiredworld· requiredexport_path· requiredanim_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· requiredcomponent_class· requiredcomponent_name· requiredasset_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 · requiredbone_name_a· str · requiredbone_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· requiredevent_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· requiredfunction_name· requiredinputs· default Noneoutputs· default Nonesave· 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· requiredchain_name· requiredstart_bone· requiredend_bone· required
Related functions
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· requiredgraph_name· requirednode_class· requirednode_name· default ''x· default 0.0y· default 0.0context_node_names· default Nonesave· 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· requiredgraph· unreal.RigVMGraph · requiredchild_name· str · requiredparent_name· str · requiredchild_type· default unreal.RigElementType.BONEparent_type· default unreal.RigElementType.CONTROLmaintain_offset· default Trueweight· default 1.0translation· default Truerotation· default Truescale· default Falsenode_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 · requiredprofile_name· str · requiredprofile_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· requiredelement_name· requiredelement_type· requiredparent_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 · requiredchannel_name· str · requiredchannel_type· str · requiredsettings· 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· requiredshot_sequence· requiredstart_frame· requiredend_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· requiredpossessable· 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· requiredstate_machine_name· requiredstate_name· requiredanimation_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 · requiredanimation_paths· list[str] · requiredstate_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· requiredstate_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· requiredlocation· default Noneattach_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· requiredstate_machine_name· requiredfrom_state· requiredto_state· requiredrule_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· requiredscript_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· requiredvariable_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· requiredjoint_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· requiredjoint_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· requiredproperty_name· requiredobject_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· requiredproperty_name· requiredobject_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· requiredroot_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· requiredsource_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 Noneextra_components· default Nonenative_binding_chunk_size· default 2disable_native_graph_binding· default Falsesave· 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· requiredblackboard_path· default ''wait_seconds· default 1.0save· 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· requiredcameras· requireddisplay_rate· default 30replace_existing· default Falsesave· 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· requiredroot_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· requiredwidgets· requiredsave· 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· requiredblackboard_path· requiredtasks· requiredcomposite_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· requiredblackboard_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· requiredsource_plugin_root· default Noneprogress_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· requiredarm_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· requiredfoot_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· requiredjoint_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· requiredleg_joints· requiredspine_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· requiredrig_name· requiredjoint_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· requiredneck_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· requiredspine_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 · requiredrig_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· requiredjoint_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· requiredreplicated_variables· default Nonerep_notify_variables· default Noneserver_rpc_functions· default Nonereliable· default Truesave· 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· requiredgraph_name· requiredsource_node· requiredsource_pin· requiredtarget_node· requiredtarget_pin· requiredsave· 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· requiredsource_node· requiredsource_pin· requiredtarget_node· requiredtarget_pin· requiredsave· 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· requiredgraph· requiredunit_node· requiredforward_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· requiredskeleton_path· requiredsamples· default Noneanimation_paths· default Nonesample_layout· default 'speed_line'axis_x· default Noneaxis_y· default Nonesave· 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· requiredclass_path· requiredinitial_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· requiredsequence_name· requireddestination_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· requiredasset_path· requiredoverwrite· default Falsedry_run· default Falsecleanup_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· requiredtemplate· 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· requiredtrack_name· requiredkeys· requireddisplay_rate· default 30replace_existing· default Truesave· 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· requiredrow_struct_path· requiredrows· requiredoverwrite· default Falsedry_run· default Falsecleanup_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· requiredasset_path· requiredparent_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· requiredsound_wave_path· requiredlooping· default Falsevolume_multiplier· default 1.0pitch_multiplier· default 1.0overwrite· default Falsedry_run· default Falsecleanup_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· requiredsave_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· requiredgrid_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· requiredtarget_ik_rig_path· requiredsave_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 · requireddestination_path· str · requiredasset_name· str · requiredsource_ik_rig_path· str · requiredtarget_ik_rig_path· str · requiredmapping_mode· str · default 'exact'replace_existing· bool · default Falsesave· 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· requireddestination_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· requiredoverwrite· default Falsedry_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· requirednodes· requiredconnections· default Noneoutputs· default Nonematerial_domain· default 'MD_SURFACE'material_properties· default Noneoverwrite· default Falsedry_run· default Falsecleanup_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· requiredasset_path· requiredtemplate· 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· requiredbase_color· default (0.18, 0.35, 0.8, 1.0)roughness· default 0.5metallic· default 0.0overwrite· default Falsedry_run· default Falsecleanup_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 · requiredsave_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 · requiredanimation_paths· list[str] · requiredasset_path· str · requiredschema_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 · requiredasset_path· str · requiredchannels· list[dict] | None · default Nonesample_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· requiredfrequency· default 440.0author· default 'Tech Connector'overwrite· default Falsedry_run· default Falsecleanup_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· requirednodes· requiredconnections· requiredauthor· default 'Tech Connector'overwrite· default Falsedry_run· default Falsecleanup_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 Nonetest_steps· default Nonesave· 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· requiredvariable_name· requiredvariable_type· requiredis_array· default Falsedefault_value· default Nonesave· 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· requireddry_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· requireddry_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 · requiredemitter_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· requiredstate_machine_name· requiredstate_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· requiredfrom_state· requiredto_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· requiredtrack_name· requiredsave· 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· requiredgraph_name· requiredpalette_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· requiredbp_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 · requiredtarget_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· requiredtarget_asset_path· requireddry_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] · requireddestination· 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
- api.dcc.unreal.add_shot_sequence_section_to_shot_track(...)
- api.dcc.unreal.add_shot_track_to_master_sequence(...)
- api.dcc.unreal.call('unreal_tools.sequence_importer.create_cinematic_sequence_from_json', ...)
- api.dcc.unreal.call('unreal_tools.sequence_importer.find_uasset_path', ...)
- api.dcc.unreal.get_actor_from_binding(...)
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 Noneskeletal_mesh_path· default Noneshot_sequence· default Nonenamespace· default None
Related functions
- api.dcc.unreal.add_blueprint_mesh_components_to_level_sequence(...)
- api.dcc.unreal.add_skeletal_mesh_components_to_level_sequence(...)
- api.dcc.unreal.find_possessable_for_actor(...)
- api.dcc.unreal.find_skeletal_meshes_using_skeleton(...)
- api.dcc.unreal.get_existing_blueprint_mesh_components_in_level_sequence(...)
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· requiredexpected_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· requiredcomponent_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· requireddirectory· 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· requiredshot_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· requiredfolder_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· requiredblueprint_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· requiredactor_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· requiredsequence_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· requiredasset_registry· default Nonemesh_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· requiredasset_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· requiredrecursive· 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· requiredsequence_path· requiredactor· 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· requiredfinger_name· requiredside· 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· requiredstate_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
- api.dcc.unreal.get_existing_blueprint_mesh_components_in_level_sequence(...)
- api.dcc.unreal.add_blueprint_mesh_components_to_level_sequence(...)
- api.dcc.unreal.add_skeletal_mesh_components_to_level_sequence(...)
- api.dcc.unreal.get_level_sequence_actor(...)
- api.dcc.unreal.get_skeleton_from_skeletal_mesh_using_metadata(...)
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· requiredbp_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· requiredskeleton_path· requireddestination_path· requireddestination_name· requiredreplace_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 · requireddestination_path· str · requireddestination_name· str · requiredreplace_existing· bool · default Falsesave· 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· requiredskeleton_path· requireddestination_path· requireddestination_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 · requireddestination_path· str · default '/Game/AIStudio/Imports'subject· str · default 'asset'skeleton_path· str · default ''replace_existing· bool · default Falsesave· bool · default Trueassemble_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 · requiredrig_name· str · requireddestination_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· requiredpressed· 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· requiredrequired_variables· default Nonerequired_server_rpcs· default Nonerequired_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 · requiredroot_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· requiredinclude_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· requiredexpected_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· requiredinclude_rows· default Falsemax_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· requiredexpected_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· requiredtarget_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· requiredproperty_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· requiredsource_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· requiredjoint_map· requiredpivot_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 · requiredemitter_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· requiredasset_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· requiredasset_path· required
Related functions
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] · requiredmode· 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 Noneexpected· default Noneclient_count· default 2start_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 · requiredmode· 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· requiredoffset_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· requiredoffset_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· requiredoffset_frames· 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· requiredsave· 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 Noneexpected· default Nonestart_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· requiredmode· default 'gameplay'destination_path· default '/Game/Animations'
Related functions
- api.dcc.unreal.call('unreal_tools.sequence_importer.create_cinematic_sequence_from_json', ...)
- api.dcc.unreal.import_gameplay_animations_from_json(...)
- api.dcc.unreal.retry_failed_cinematic_sequence_from_json(...)
- api.dcc.unreal.add_actor_to_level_sequence(...)
- api.dcc.unreal.add_anim_to_level_sequence(...)
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] · requiredmode· 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· requiredgraph_name· requiredpalette_action· requiredtemp_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 Nonecompile_blueprints· default Truesave· 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· requiredtarget_path· requiredparameters· 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] · requiredmode· 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· requiredreason· 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 Nonecompile_blueprints· default Truesave· 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 Nonedestination_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 · requiredanimation_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 · requiredprofile_name· str · requiredprofile_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· requirednew_asset_path· requireddry_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· requiredold_name· requirednew_name· requiredsave· 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· requiredstate_machine_name· requiredold_state_name· requirednew_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· requirednew_name· requiredfolder_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· requiredoutput_directory· requiredresolution· 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· requiredanimation_paths· requiredtarget_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· requiredexpected_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 · requiredsource_skeletal_mesh_path· str · requiredtarget_skeletal_mesh_path· str · requireddestination_path· str · requireddestination_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· requiredsource_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· requiredprevious_result· requireddestination_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· requireddestination_path· requiredunreal_project_path· requiredlog_file_path· requiredunreal_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· requiredrig_name· requiredjoint_map· requiredunreal_project_path· requiredlog_file_path· requiredunreal_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· requiredlog_file_path· requiredunreal_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· requiredunreal_project_path· requiredlog_file_path· requiredunreal_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· requiredrig_name· requireddestination_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· requiredunreal_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· requiredprevious_result· requireddestination_path· requiredunreal_project_path· requiredlog_file_path· requiredunreal_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· requiredonly_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· requiredinclude_graphs· default Trueinclude_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 Truemax_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· requiredgraph_name· requiredquery· requiredmax_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· requiredbody_name· requiredproperty_name· requiredvalue· requiredsave· default Truevalue_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· requiredsource_chain· requiredtarget_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 · requiredprofile_name· str · requiredcomponent_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· requiredconstraint_name· requiredproperty_name· requiredvalue· requiredsave· default Truevalue_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· requiredcontrol_name· requiredvalue· requiredsave· 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· requiredcontrol_name· requiredproperty_name· requiredvalue· requiredsave· 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 · requiredproperty_name· str · requiredvalue· 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 · requiredemitter_name· str · requiredproperty_name· str · requiredvalue· 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· requiredfps· requirednumerator· default Nonedenominator· 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 · requiredmodule_name· str · requiredinput_name· str · requiredvalue· requiredemitter_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· requiredproperty_name· requiredvalue· 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 · requiredproperty_name· str · requiredvalue· requiredemitter_name· str · default ''renderer_index· int · default 0value_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· requiredblend_height· default 1.0scale_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· requiredkeys· requiredreplace_existing· default Truesave· 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· requiredstart_frame· requiredend_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· requiredstart_frame· requiredend_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· requiredslot_name· requiredanimation_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· requiredfrom_state· requiredto_state· requiredcondition_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 · requiredparameter_name· str · requiredvalue· requiredvalue_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· requiredstate_machine_name· requiredfrom_state· requiredto_state· requiredrule_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· requiredasset_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· requiredmontage_paths· requiredexpected_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 Noneopen_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· requiredjoint_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· requiredjoint_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· requiredjoint_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· requiredstate_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· requiredfile_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· requiredgraph_name· requiredgraph_spec· requiredsave· 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· requirednodes· requirededges· requiredclear_existing· default Truesave· 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· requireddestination_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· requireddestination_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· requiredsave_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 · requireddestination_path· str · requiredasset_name· str · requiredretarget_root· str · requiredchains· list[dict] · requiredreplace_existing· bool · default Falsesave· 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· requiredsource_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 · requiredsource_skeletal_mesh_path· str · requiredtarget_skeletal_mesh_path· str · requiredretargeter_path· str · requireddestination_path· str · requireddestination_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 · requiredprofile_name· str · requiredproperty_name· str · requiredvalue· requiredsave· bool · default Truevalue_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· requiredprofile_name· requiredproperty_name· requiredvalue· 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.
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.