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Jigwright

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.