Namespaces

The plugin's operations are organized into about 60 namespaces, one per area of the editor. You do not call these yourself: your assistant picks the right ones for whatever you ask. This page is a map of what is available and how mature each area is.

Core vs experimental. The core areas (assets, Blueprints, widgets, custom assets, inspection, debugging) are solid and the focus of the product. Areas marked Experimental work but are less complete and changing. Internal marks placeholders and plumbing you can ignore.

Project & assets

assetBrowse, import, load, rename, delete, and dump any content asset. The central content-browser surface.Core
blueprintCreate and edit Blueprint classes: variables, functions, events, components, compile, and decompile.Core
data_tableAuthor and inspect Data Table rows: describe the row struct, list, add, set, and remove rows.Core
chooserAuthor Chooser Table assets: columns, rows, cell predicates, and per-row results.Core
inputAuthor Enhanced Input assets: Input Actions and Input Mapping Contexts.Core
textureCreate, import, inspect, and configure textures: render targets, arrays, compression, streaming, channels.Core
geometryBuild and edit mesh topology: primitives, dynamic-mesh edits, UVs, collision, LODs, Nanite.Core

Inspect, debug & data

propertyRead and write any property on any object (get, set, list, reset). The reflection escape hatch.Core
containerEdit individual elements of array, map, and set properties.Core
objectCall any reflected function on an object by name. A general escape hatch.Core
static_meshRead a Static Mesh's bounds, materials, LODs, collision, and Nanite state.Core
recorderQuery recorded play sessions to debug what happened. Powerful, but needs your game instrumented (see Recorder).Core
insightsCapture and post-process Unreal Insights traces for offline timing analysis.Core
performanceScalability, console variables, and performance snapshots for the live session.Core
debugToggle Gameplay Debugger categories at runtime.Core
logPlaceholder for log streaming. For now, read the editor log file directly.Internal

Editor & system

editorDrive the editor and its viewport: camera, Play-In-Editor, console, undo and redo, save, screenshots, input.Core
systemEngine-level controls: run builds and tests, console commands, the job queue, and read-only scene inspection.Core
pythonRun Python in the editor interpreter. The general escape hatch for anything without a dedicated operation.Core
source_controlRead and act on source-control state: file status, log, revert, and mark for add.Core
miscCross-cutting editor conveniences (cameras, playback speed, splines, post-process volumes).Core
pipelineAutomation-bridge and build tooling about the plugin itself.Internal

UI & widgets

widgetAuthor UMG Widget Blueprints: the widget tree, styles, event bindings, and animations. One of the most complete areas.Core
uiDrive live widget instances during play: instantiate, mutate state, and remove.Core

Audio

audioRuntime audio playback and mix control in the live world. Sound asset authoring lives under audio.authoring.Core

Scene, level & world

actorSpawn, move, tag, attach, and edit components on placed actors in the level.Core
levelOpen, save, create, and edit maps: streaming, lighting and nav builds, actor lists and bounds.Core
world_partitionWorld Partition workflows: cell loading, Data Layers, and partitioned level state.Experimental
volumePlace and configure level volumes: blocking, trigger, post-process, audio, nav, lighting, kill-Z.Experimental
splineCreate and edit spline actors, components, points, and spline-mesh scattering.Experimental
foliageFoliage types, procedural foliage, painting, and instance edits.Experimental
landscapeHeightfield terrain: component grids, sculpting, materials, grass, and seeding.Experimental
waterUE Water plugin bodies (river, lake, ocean) and zones. Requires the Water plugin.Experimental
environmentLegacy environment build and live ambience: sky, fog, time of day, atmospherics.Experimental
navigationNav mesh and agent settings, nav areas, modifiers, and NavLink proxies.Experimental

Rendering & look

materialMaterial asset authoring: instance parameters and graph import and export (MGIR text).Experimental
niagaraNiagara VFX authoring and inspection: systems, emitters, modules, parameters, NIR text.Experimental
lightingLevel lighting and light actors: skylight, shadows, GI, volumetric fog, and lighting builds.Experimental
post_processTyped setters for common post-process settings (color grading, bloom, Lumen, anti-aliasing).Experimental
renderingPersisted renderer project settings that survive an editor restart.Experimental
renderCapture exact-size screenshots of asset previews, the level viewport, or render targets.Core
effectTransient preview effects in the live world: debug shapes and dynamic lights.Experimental
mrqMovie Render Queue: build and run offline cinematic render jobs from a Level Sequence.Experimental

Animation & rigging

animationHelpers for skeletal animation: anim blueprints, blend spaces, IK, retargeting, and montages.Experimental
animAGIR text to author or read back Animation Blueprint graphs.Experimental
controlrigCRIR text for Control Rig (RigVM) graphs and rig hierarchy.Experimental
skeletonSkeletal asset structure: bones, sockets, morph targets, skin weights, physics assets, cloth.Experimental
pose_searchPose Search schema and database assets for Motion Matching.Experimental
physicsPhysics assets, ragdoll, and Chaos vehicle wheel and suspension setup.Experimental
sequencerAuthor Level Sequences: bindings, tracks, keyframes, and editor playback (cinematics).Core

AI & gameplay

aiWire AI assets across perception, blackboards, behavior trees, EQS, Mass, Smart Objects, and StateTree.Experimental
behavior_treeAuthor Behavior Tree graphs and decompile to BTIR text.Experimental
eqsAuthor Environment Query System assets: generators, tests, contexts.Experimental
state_treeAuthor StateTree assets: evaluators, tasks, conditions, transitions.Experimental
gasGameplay Ability System assets: abilities, effects, cues, attribute sets, ASC setup.Experimental
gameplay_tagsGameplay tag registry and tag-query authoring.Experimental
characterConfigure Character Blueprint movement, capsule, mesh, camera, and footsteps.Experimental
game_frameworkGameMode, Pawn, GameState, controllers, respawn, scoring, teams, and rounds.Experimental
interactionInteractable surfaces, interaction components, prompts, doors, switches, loot.Experimental
sessionLocal players, LAN sessions, host and join, split-screen, and voice chat.Experimental
vehicleChaos Vehicles wheel and suspension assets.Experimental
pcgAuthor PCG graph assets: nodes, edges, and procedural-generation node families.Experimental

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