Your first session
What to ask for, and what HullForge does with it.
Describe what you want in plain language. HullForge’s tools are typed and annotated, so Claude picks the right ones without being told which.
Things that work well
Show me every material instance under /Game/Environment.
Take a screenshot of the viewport.
Add a bool variable to BP_Door, then wire it into a branch.
M_Rock renders untextured. What is wrong with it?
The one that matters
That last question is the case HullForge was built around, and it is worth understanding why it is hard.
Answering it means reading the material’s parameters, checking which slot the mesh actually assigns it to, looking at the landscape layer weights feeding it, tailing the editor log for compile errors, and pointing a camera at the thing to see the result. Five different subsystems, and the answer is usually in the gap between two of them.
A tool that could only read one of those would send you looking in the wrong place.
What happens to your project
HullForge writes to your assets. Specifically:
- Every write is applied, re-read from the object, then compared. If the read-back disagrees with what was asked for, that is reported as a failure even when the engine call returned success.
- Changes are transaction-wrapped, so Ctrl+Z works the way it does for any other editor operation.
- Nothing is saved to disk unless you ask for it. An edit leaves the package dirty, exactly as if you had made it by hand.
Keep backups and use revision control, the same as you would with any tool that edits assets.
When it says no
HullForge refuses more often than most tools, on purpose. If it will not do something, the message names the cause and the fix. See Safety and refusals.