Overview
What the tools cover, and how they are grouped.
Around fifty tools across eleven areas. You do not call them by name: describe what you want and Claude selects. This reference exists so you know what is possible.
Reading the annotations
Every tool declares whether it reads or writes, and the five that can destroy work say so explicitly.
| Annotation | Meaning |
|---|---|
| Read-only | Cannot change your project |
| Write | Changes your project. Undoable |
| Destructive | Can destroy work. Delete, rename, open-level |
Areas
Discovery
Find assets by path, class or name. Read asset metadata and project context. Asset queries go through the asset registry rather than loading packages, so searching a large project does not trigger shader compilation.
Properties
List, read and write any property on any object. Nested properties are reached with a dotted path:
BodyInstance.bSimulatePhysics
SamplingProperties.bGetLayerWeights
This matters more than it sounds. A flat property lookup cannot see inside a struct, so the interesting toggles are frequently unreachable. Nested access is part of the property system here, not a special case for one tool.
Materials
Inspect graphs, list and set instance parameters, recompile, read and assign mesh material slots.
Parameters can only be set on Material Instances. Base materials are compiled assets; the tool says so rather than failing obscurely.
Landscape
Components, resolution, paint layers, and layer blend methods.
Actors
List, spawn, transform and delete actors in the current level. All undoable.
Blueprints
Inspect variables, components and graph nodes. Add nodes, wire pins, and compile.
Pin connections are validated by the Blueprint schema before being attempted, so a rejected wire reports the real reason, such as a type mismatch, rather than a bare failure.
PCG
Graph structure, node settings, wiring, and PCG components in the level.
Node settings are set through the same nested property path mechanism described above, which is what makes options buried inside structs reachable at all.
Viewport
Screenshots, camera position and rotation, focus on an actor.
Screenshot plus camera control together are what make “show me X” work.
Import
Meshes, textures and scenes through Interchange.
Import is the one genuinely slow operation, so it returns a task id immediately rather than blocking. Poll it for progress and the result. A task means “we know exactly what is happening and you can ask”, which is a different thing from a timeout.
Revision control
Provider-agnostic status, per-asset writability checks, and checkout. See Safety and refusals.
Editor state
Output log, current map, whether PIE is running, how many shaders are still compiling, which packages are unsaved, and undo/redo.
The log tool is often the fastest way to find out why something did not work, because most engine failures explain themselves there and nowhere else.