Author animation and physics assets: Animation Blueprints, blend spaces, montages, Control Rig/IK, skeletons, sockets, physics assets, cloth, ragdolls, and vehicles. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, assetPath, animationPath, savePath, skeletonPath, parentClass, actorName, targetSkeleton, slotName, sectionName, notifyName, boneName, curveName, stateName, machineName, numFrames, frameRate, interpolationType, axisName, playRate, frame, time, length, location, rotation, scale, value, vehicleType, mass, dragCoefficient, artifacts, sourceSkeleton, sourceIKRigPath, targetIKRigPath, save, additiveAnimType, angularDamping, assets, assignToMesh, attachBoneName, axis, basePoseFrame, basePoseType, blendTime, blendType, blueprintPath, bodyA, bodyB, bodyType, boneTracks, cacheName, center, collisionEnabled, compileReferencers, constraintName, deltas, enableRootMotion, endFrame, forceRootLock, fromSection, fromState, layerSetup, limits, linearDamping, lodIndex, markerName, maxValue, minValue, montagePath, morphTargetName, morphTargetPath, newBoneName, nodeName, outputPath, overwrite, parentBoneName, physicsAssetName, physicsAssetPath, pitch, profileName, propertyName, radius, rebuildBlendParameters, relativeLocation, relativeRotation, relativeScale, removeChildren, rootBoneName, rootMotionRootLock, sampleValue, simulatePhysics, skeletalMeshPath, socketName, sourceBoneName, sourceChain, sourceMeshPath, startFrame, startTime, stateMachineName, suffix, targetBoneName, targetChain, targetMeshPath, threshold, toSection, toState, trackIndex, weights, yaw, params.

Action

Name of the actor.

Asset path (e.g., /Game/Path/Asset).

Asset path (e.g., /Game/Path/Asset).

Name of the bone.

Blueprint asset path.

Name of the bone.

3D location (x, y, z).

force_rebuild_blend_space: after rebuilding the BS, cascade-compile every AnimBlueprint that references it (via IAssetRegistry referencers). Response returns referencersCompiled count + compiledAnimBlueprints path list. Default true.

3D location (x, y, z).

Asset path (e.g., /Game/Path/Asset).

Asset path (e.g., /Game/Path/Asset).

Name identifier.

Name of the bone.

Name of the node.

Output file or directory path.

Overwrite if the asset/file already exists.

Optional action-specific parameters. These are merged with top-level arguments before routing for clients that cannot send arbitrary top-level fields.

Name of the bone.

Directory path for asset creation.

Path to physics asset.

Name of the property.

force_rebuild_blend_space: also trigger PostEditChangeProperty for the BlendParameters UPROPERTY (axis min/max changed). Default false.

3D location (x, y, z).

3D rotation (pitch, yaw, roll).

3D scale (x, y, z).

Name of the bone.

3D rotation (pitch, yaw, roll).

Save the asset(s) after the operation.

Path to save the asset.

3D scale (x, y, z).

Skeletal mesh path.

Asset path (e.g., /Game/Path/Asset).

Name of the socket.

Name of the bone.

Asset path (e.g., /Game/Path/Asset).

Mesh asset path.

Asset path (e.g., /Game/Path/Asset).

Name of the bone.

Asset path (e.g., /Game/Path/Asset).

Mesh asset path.

Asset path (e.g., /Game/Path/Asset).

Generic value (any type).

Build environments: landscapes, foliage, procedural terrain/biomes, lighting setups, spline roads/rivers/fences, and world decoration. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, landscapeName, heightData, minX, minY, maxX, maxY, updateNormals, location, rotation, sizeX, sizeY, sectionSize, sectionsPerComponent, componentCount, materialPath, tool, radius, strength, falloff, layerName, actorName, foliageType, foliageTypePath, meshPath, density, minScale, maxScale, cullDistance, alignToNormal, randomYaw, removeAll, locations, transforms, position, bounds, volumeName, seed, foliageTypes, points, quadsPerSection, count, assets, numLODs, subdivisions, tileSize, quality, staticMesh, timeoutMs, path, filename, assetPaths, heightmapPath, outputPath, landscapePath, landscapeActorPath, actorPath, layerInfoPath, physicalMaterialPath, noWeightBlend, hardness, waterBodyName, targetActor, particleSystemPath, curvePath, cubemapPath, settings, waveHeight, waveLength, amplitude, steepness, speed, direction, azimuth, elevation, collisionEnabled, names, time, spacing, heightScale, material, hour, intensity, skyLightIntensity, alignToSpline, arriveTangent, bClosedLoop, blueprintPath, compensationValue, componentName, enabled, forwardAxis, initialPoints, leaveTangent, lightType, materialIndex, maxBrightness, method, minBrightness, operation, pointIndex, pointRotation, pointScale, pointType, propertyName, propertyValue, randomOffsetRange, randomizeRotation, randomizeScale, region, rotationRange, save, skipFlush, splineType, useRandomOffset, width, params.

Action

Name of the actor.

3D location (x, y, z).

Blueprint asset path.

2D vector.

Name of the component.

Asset path (e.g., /Game/Path/Asset).

Asset path (e.g., /Game/Path/Asset).

3D rotation (pitch, yaw, roll).

Whether the item/feature is enabled.

Asset path (e.g., /Game/Path/Asset).

Asset path (e.g., /Game/Path/Asset).

Asset path (e.g., /Game/Path/Asset).

3D location (x, y, z).

3D location (x, y, z).

3D location (x, y, z).

Material asset path.

Material asset path.

Mesh asset path.

Name identifier.

Asset path (e.g., /Game/Path/Asset).

Path to a directory.

Asset path (e.g., /Game/Path/Asset).

3D rotation (pitch, yaw, roll).

3D scale (x, y, z).

3D location (x, y, z).

Name of the property.

Generic value (any type).

3D rotation (pitch, yaw, roll).

3D rotation (pitch, yaw, roll).

Save the asset(s) after the operation.

Mesh asset path.

Name of the actor.

3D location (x, y, z).

3D rotation (pitch, yaw, roll).

3D scale (x, y, z).

Name of the actor.

Spawn actors, set transforms, enable physics, add components, manage tags, and attach actors. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: actorName, childActor, parentActor, classPath, meshPath, materialPath, materialSlot, materialIndex, allComponents, blueprintPath, location, rotation, scale, force, componentType, componentName, properties, visible, newName, tag, variables, snapshotName, actorClass, actorNames, arguments, className, collisionEnabled, functionName, limit, filter, name, offset, propertyName, value, params.

Action

Name of the actor.

Generic value (any type).

Blueprint asset path.

Name of the child actor (for attach/detach operations).

Asset path (e.g., /Game/Path/Asset).

Name of the component.

3D vector.

Name of the function.

3D location (x, y, z).

Material asset path.

Mesh asset path.

Name identifier.

New name for renaming.

3D location (x, y, z).

Name of the parent actor (for attach operations).

Name of the property.

3D rotation (pitch, yaw, roll).

3D scale (x, y, z).

Name of the tag.

Generic value (any type).

Whether the item/actor is visible.

Start/stop PIE, control viewport camera, run console commands, take screenshots, simulate input. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: location, rotation, viewMode, enabled, speed, filename, fov, width, height, command, steps, bookmarkName, assetPath, path, levelPath, actorName, objectPath, name, blendTime, mode, returnBase64, includeMetadata, metadata, deltaTime, resolution, realtime, stat, category, preferences, key, type, inputType, inputAction, x, y, button, id, params.

Editor action

Name of the actor.

Asset path (e.g., /Game/Path/Asset).

Whether the item/feature is enabled.

Level asset path.

3D location (x, y, z).

Editor mode for set_editor_mode, or screenshot source: editor_viewport, game_viewport, full_editor_window.

Name identifier.

Path to a directory.

Resolution setting (e.g., 1024x1024).

Return PNG image data as base64 when supported. Defaults to true for full_editor_window and game_viewport modes.

3D rotation (pitch, yaw, roll).

inspect

Inspect any UObject: read/write properties, list components, export snapshots, and query class info. Actions: inspect_cdo (Blueprint CDO properties + all components without spawning an actor; use blueprintPath, optional detailed/componentName/propertyNames), inspect_class (class metadata), inspect_object (world actor), get_property/set_property, get_components, list_objects, find_by_class, find_by_tag, runtime_report. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: objectPath, propertyName, propertyPath, value, actorName, name, componentName, className, classPath, tag, filter, snapshotName, blueprintPath, detailed, propertyNames, componentNames, params.

Action

Name of the actor.

Blueprint asset path.

Asset path (e.g., /Game/Path/Asset).

Name of the component.

Name identifier.

Asset path (e.g., /Game/Path/Asset).

Name of the property.

Name of the tag.

Generic value (any type).

Build AI systems: AI controllers, Behavior Trees, Blackboards, EQS, perception, State Trees, Smart Objects, NavMesh settings, nav modifiers, links, and pathfinding. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, blueprintPath, controllerPath, behaviorTreePath, blackboardPath, keyName, keyType, baseObjectClass, isInstanceSynced, compositeType, taskType, decoratorType, serviceType, subnodeType, nodeClass, parentNodeId, nodeId, queryPath, generatorType, contextType, testType, generatorSettings, testSettings, testIndex, sightConfig, hearingConfig, damageConfig, teamId, dominantSense, stateTreePath, stateName, fromState, toState, definitionPath, slotIndex, configPath, actorName, agentRadius, agentHeight, agentStepHeight, agentMaxSlope, cellSize, cellHeight, tileSizeUU, minRegionArea, mergeRegionSize, maxSimplificationError, areaClass, failsafeExtent, areaCost, startPoint, endPoint, direction, snapRadius, linkEnabled, linkType, enabledAreaClass, disabledAreaClass, broadcastRadius, broadcastInterval, bCreateBoxObstacle, obstacleOffset, obstacleExtent, obstacleAreaClass, save, componentName, location, rotation, assetPath, childNodeId, comment, enableDamage, enableHearing, enableSight, enabled, focusActorName, hearingRange, loseSightRadius, nodeType, offset, parentStateName, peripheralVisionAngle, properties, savePath, sightRadius, spawnCount, stateType, triggerType, value, x, y, params.

AI action to perform

Name of the actor.

Navigation agent height (default: 144).

Maximum slope angle in degrees (default: 44).

Navigation agent radius (default: 35).

Maximum step height agent can climb (default: 35).

Navigation area class path.

Pathfinding cost multiplier for area (1.0 = normal).

Asset path (e.g., /Game/Path/Asset).

Add box obstacle during nav generation.

Path to behavior tree asset.

Path to blackboard asset.

Blueprint asset path.

Interval for state change broadcast (0 = single).

Radius for state change broadcast.

NavMesh cell height (default: 10).

NavMesh cell size (default: 19).

ID of the node.

Name of the component.

Composite node type.

Selector Sequence Parallel SimpleParallel

Path to config asset.

EQS context type.

Querier Item EnvQueryContext_BlueprintBase Custom

Path to controller blueprint.

AI damage sense configuration.

Decorator node type.

Blackboard BlackboardBased CompareBBEntries Cooldown ConeCheck DoesPathExist IsAtLocation IsBBEntryOfClass KeepInCone Loop SetTagCooldown TagCooldown TimeLimit ForceSuccess ConditionalLoop Custom

Path to definition asset.

Link traversal direction.

Area class when smart link is disabled.

Dominant sense for perception prioritization.

Area class when smart link is enabled.

End point of navigation link (relative to actor).

Failsafe extent for nav modifier when actor has no collision.

Name of the actor.

Source state name.

Generator-specific settings.

EQS generator type.

ActorsOfClass CurrentLocation Donut OnCircle PathingGrid SimpleGrid Composite Custom

AI hearing sense configuration.

Sync key across instances.

Name of the key.

Blackboard key data type.

Bool Int Float Vector Rotator Object Class Enum Name String

Whether the link is enabled.

Type of navigation link.

World location for nav link proxy.

Edge simplification error.

Region merge threshold.

Minimum region area to keep.

Name identifier.

Node class path.

ID of the node.

Area class for box obstacle.

Extent of simple box obstacle.

Offset of simple box obstacle.

3D vector.

ID of the node.

Directory path for asset creation.

Path to EQS query asset.

Rotation for nav link proxy.

Save the asset(s) after the operation.

Path to save the asset.

Service node type.

AI sight sense configuration.

Index of slot to configure.

Snap radius for link endpoints (default: 30).

Start point of navigation link (relative to actor).

Name of the state.

Path to State Tree asset.

Behavior Tree subnode kind for add_subnode.

Task node type.

MoveTo MoveDirectlyToward RotateToFaceBBEntry Wait WaitBlackboardTime PlayAnimation PlaySound RunEQSQuery RunBehaviorDynamic SetBlackboardValue PushPawnAction FinishWithResult MakeNoise GameplayTaskBase Custom

Team ID for perception affiliation (0=Neutral, 1=Player, 2=Enemy, etc.).

Index of test to configure.

Test scoring and filter settings.

EQS test type.

Distance Dot GameplayTags Overlap Pathfinding PathfindingBatch Project Random Trace Custom

NavMesh tile size in UU (default: 1000).

Target state name.

Generic value (any type).

Create/import/manage assets, material graphs, material instances, procedural textures, render targets, and dependency analysis. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: assetPath, directory, classNames, packagePaths, recursivePaths, recursiveClasses, limit, offset, sourcePath, destinationPath, assetPaths, lodCount, posX, posY, newName, overwrite, save, fixupRedirectors, directoryPath, name, path, parentMaterial, width, height, depth, format, meshPath, tag, metadata, nodeType, nodeId, sourceNodeId, targetNodeId, inputName, parameterName, value, x, y, maxDepth, prefix, suffix, searchText, replaceText, paths, description, checkoutFiles, showConfirmation, pinName, materialPath, texturePath, coordinateIndex, parameterType, tags, folderPath, type, defaultValue, force, recursive, reportType, pattern, replacement, materialDomain, blendMode, shadingModel, domain, twoSided, uTiling, vTiling, operation, constA, constB, code, outputType, inputs, additionalOutputs, group, sourcePin, targetPin, direction, downstream, startNodeId, endPin, orphansOnly, functionPath, inputType, instancePath, layerName, blendType, layers, nodeIds, sourceTexture, strength, scale, octaves, samples, newWidth, newHeight, filterMethod, inBlack, inWhite, gamma, curvePoints, amount, radius, channel, redTexture, greenTexture, blueTexture, baseTexture, blendTexture, opacity, compressionSettings, textureGroup, lodBias, virtualTextureStreaming, neverStream, streamingPriority, speed, speedX, speedY, levels, params.

Action to perform

Asset path (e.g., /Game/Path/Asset).

Texture asset path.

Texture asset path.

Texture asset path.

Generic value (any type).

Destination path for move/copy.

Path to a directory.

Path to a directory.

Name of the pin.

Path to a directory.

Asset path (e.g., /Game/Path/Asset).

Texture asset path.

Name of the pin.

Asset path (e.g., /Game/Path/Asset).

Material asset path.

Mesh asset path.

Name identifier.

New name for renaming.

ID of the node.

Overwrite if the asset/file already exists.

Name of the parameter.

Material asset path.

Path to a directory.

Name of the pin.

Texture asset path.

Save the asset(s) after the operation.

ID of the source node.

Source path for import/move/copy.

Name of the source pin.

Texture asset path.

ID of the node.

Name of the tag.

ID of the target node.

Name of the target pin.

Texture asset path.

Generic value (any type).

Play/stop sounds, add audio components, configure mixes, attenuation, spatial audio, and author Sound Cues/MetaSounds. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, soundPath, location, rotation, volume, pitch, startTime, attenuationPath, concurrencyPath, mixName, soundClassName, fadeInTime, fadeOutTime, fadeTime, targetVolume, attachPointName, actorName, componentName, parentClass, properties, innerRadius, falloffDistance, attenuationShape, falloffMode, reverbEffect, size, analysisType, windowSize, outputType, soundName, fadeType, lowPassFilterFrequency, enabled, path, assetPath, save, wavePath, nodeType, sourceNodeId, targetNodeId, looping, inputName, inputType, outputName, sourceNode, sourcePin, targetNode, targetPin, defaultValue, soundClassPath, dopplerIntensity, effectType, enable, enableReverbSend, occlusionFilterScale, occlusionInterpolationTime, occlusionVolumeScale, reverbDistanceMax, reverbDistanceMin, reverbWetLevelMax, reverbWetLevelMin, sourceOutputName, spatialization, speakerPath, targetInputName, velocityScale, volumeAdjuster, params.

Action

Name of the actor.

Asset path (e.g., /Game/Path/Asset).

Name of the socket.

Asset path (e.g., /Game/Path/Asset).

Name of the component.

Asset path (e.g., /Game/Path/Asset).

Generic value (any type).

Whether the item/feature is enabled.

Name of the input.

3D location (x, y, z).

Whether to loop.

Name identifier.

Name of the output.

Directory path for asset creation.

3D rotation (pitch, yaw, roll).

Save the asset(s) after the operation.

3D scale (x, y, z).

Sound class path.

Sound asset path.

Source node name.

ID of the source node.

Name of the source pin.

Asset path (e.g., /Game/Path/Asset).

Target node name.

ID of the target node.

Name of the target pin.

Path to SoundWave asset.

Create Blueprints and UMG widgets, add SCS/UI components, set defaults, and manipulate Blueprint graphs, bindings, and widget layouts. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, blueprintPath, blueprintType, savePath, componentType, componentName, componentClass, attachTo, newParent, propertyName, variableName, oldName, newName, value, metadata, properties, graphName, nodeType, nodeId, pinName, linkedTo, memberName, x, y, location, rotation, scale, operations, eventType, customEventName, parameters, variableType, defaultValue, category, isReplicated, isPublic, functionName, inputs, outputs, posX, posY, eventName, parentComponent, meshPath, materialPath, applyAndSave, memberClass, targetClass, inputAxisName, actionPath, inputActionPath, inputActionAssetPath, saveAfterCompile, timeoutMs, parentClass, fromNodeId, fromPinName, toNodeId, toPinName, path, folder, widgetPath, slotName, parentSlot, anchorMin, anchorMax, alignment, zOrder, translation, shear, angle, visibility, clipping, text, fontSize, colorAndOpacity, autoWrap, texturePath, brushSize, isEnabled, isChecked, minValue, maxValue, stepSize, delta, percent, fillColorAndOpacity, isMarquee, inputType, hintText, options, selectedOption, orientation, scrollBarVisibility, alwaysShowScrollbar, columnCount, rowCount, slotPadding, minDesiredSlotWidth, minDesiredSlotHeight, innerSlotPadding, wrapWidth, explicitWrapWidth, widthOverride, heightOverride, minDesiredWidth, minDesiredHeight, stretch, stretchDirection, userSpecifiedScale, brushColor, padding, bindingSource, onHoveredFunction, onUnhoveredFunction, animationName, trackType, time, interpolation, loopCount, playMode, settingsType, includeProgressBar, promptFormat, maxVisibleObjectives, fadeTime, gridSize, showSpeakerName, segmentCount, previewSize, duration, height, nodeGuid, nodeName, parentName, position, preset, propertyValue, size, sourceNode, sourcePin, targetNode, targetPin, title, width, params.

Blueprint action

Asset path (e.g., /Game/Path/Asset).

Widget alignment (0-1).

Always show scrollbar.

Maximum anchor point (0-1).

Minimum anchor point (0-1).

Angle in degrees.

Animation name.

Enable text auto-wrap.

Variable or function name to bind to.

Blueprint asset path.

Path or name of the parent class.

Border brush color.

Brush/image size.

Widget clipping mode.

Inherit ClipToBounds ClipToBoundsWithoutIntersecting ClipToBoundsAlways OnDemand

Color and opacity (0-1 values).

Number of columns.

Name of the component.

Name of the event.

Generic value (any type).

Spinbox increment.

Name of the event.

Use explicit wrap width.

Fade time in seconds.

Fill color for progress bar.

Path to a directory.

Font size.

ID of the source node.

Name of the source pin.

Name of the function.

Name of the graph.

Inventory grid size.

Height override for size box.

Placeholder hint text.

Include progress bar.

Inner wrap box slot padding.

Asset path (e.g., /Game/Path/Asset).

Asset path (e.g., /Game/Path/Asset).

Text input type.

Keyframe interpolation.

Checkbox checked state.

Widget enabled state.

Progress bar marquee mode.

Number of loops (-1 for infinite).

Material asset path.

Maximum value.

Maximum visible objectives.

Mesh asset path.

Minimum desired height.

Minimum slot height.

Minimum slot width.

Minimum desired width.

Minimum value.

Name identifier.

New name for renaming.

ID of the node.

Name of the node.

Function to call on hover.

Function to call on unhover.

Combo box options.

Widget orientation.

Widget slot padding.

Path or name of the parent class.

Parent slot to add widget to.

Directory path for asset creation.

Progress bar percentage (0-1).

Name of the pin.

Animation play mode.

3D location (x, y, z).

Preview resolution preset.

Interaction prompt format.

Name of the property.

Generic value (any type).

Number of rows.

Path to save the asset.

Scroll bar visibility.

Number of radial segments.

Selected combo box option.

Settings menu type.

Render shear.

Show speaker name.

Name of the slot.

Padding between uniform grid slots.

Name of the source pin.

Value step size.

Scale box stretch mode.

None Fill ScaleToFit ScaleToFitX ScaleToFitY ScaleToFill UserSpecified

Scale box stretch direction.

Name of the target pin.

Text content.

Texture asset path.

Keyframe time.

ID of the target node.

Name of the target pin.

Animation track type.

transform color opacity renderOpacity material

Render translation.

User specified scale value.

Generic value (any type).

Name of the variable.

Variable type (e.g., Boolean, Float, Integer, Vector, String, Object)

Widget visibility state.

Visible Collapsed Hidden HitTestInvisible SelfHitTestInvisible

Widget blueprint path.

Width override for size box.

Wrap width for wrap box.

Z-order for canvas slot.

Create Character Blueprints with movement, locomotion, and animation state machines. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, blueprintPath, parentClass, skeletalMeshPath, animBlueprintPath, capsuleRadius, capsuleHalfHeight, meshOffset, meshRotation, cameraUsePawnControlRotation, springArmLength, springArmLagEnabled, springArmLagSpeed, walkSpeed, runSpeed, sprintSpeed, crouchSpeed, swimSpeed, flySpeed, acceleration, deceleration, groundFriction, jumpHeight, airControl, maxJumpCount, jumpHoldTime, gravityScale, fallingLateralFriction, orientToMovement, useControllerRotationYaw, useControllerRotationPitch, useControllerRotationRoll, rotationRate, modeName, modeId, navAgentRadius, navAgentHeight, avoidanceEnabled, mantleHeight, mantleReachDistance, vaultHeight, vaultDepth, climbSpeed, climbableTag, slideSpeed, slideDuration, slideCooldown, wallRunSpeed, wallRunDuration, wallRunGravityScale, grappleRange, grappleSpeed, grappleTargetTag, footstepEnabled, footstepSocketLeft, footstepSocketRight, footstepTraceDistance, surfaceType, brakingDeceleration, canCrouch, crouchedHalfHeight, customSpeed, particleScale, volumeMultiplier, params.

Character action to perform.

Path to animation blueprint.

Enable AI avoidance.

Blueprint asset path.

Camera follows controller rotation.

Tag for climbable surfaces.

Air friction.

Enable footstep system.

Left foot socket name.

Right foot socket name.

Ground trace distance.

Maximum grapple distance.

Grapple pull speed.

Tag for grapple targets.

Max hold time for variable jump.

Maximum mantle height.

Forward reach for mantle check.

Mesh location offset.

Mesh rotation offset.

Custom movement mode ID.

Name for custom movement mode.

Name of the asset to create.

Orient rotation to movement direction.

Parent class for character blueprint.

Character ACharacter PlayerCharacter AICharacter

Directory path for asset creation.

Skeletal mesh path.

Enable camera lag.

Camera lag speed.

Physical surface type.

Default Concrete Grass Dirt Metal Wood Water Snow Sand Gravel Custom

Use controller pitch rotation.

Use controller roll rotation.

Use controller yaw rotation.

Obstacle depth to check.

Maximum vault obstacle height.

Maximum wall run duration.

Gravity during wall run.

Wall running speed.

Create weapons with hitscan/projectile firing, configure damage types, hitboxes, reload, and melee combat (combos, parry, block). Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: blueprintPath, name, path, weaponMeshPath, muzzleSocketName, ejectionSocketName, baseDamage, fireRate, range, spread, hitscanEnabled, traceChannel, projectileClass, spreadPattern, spreadIncrease, spreadRecovery, recoilPitch, recoilYaw, recoilRecovery, adsEnabled, adsFov, adsSpeed, adsSpreadMultiplier, projectileSpeed, projectileGravityScale, projectileLifespan, projectileMeshPath, collisionRadius, bounceEnabled, bounceVelocityRatio, homingEnabled, homingAcceleration, damageImpulse, criticalMultiplier, headshotMultiplier, hitboxBoneName, hitboxType, hitboxSize, isDamageZoneHead, damageMultiplier, magazineSize, reloadTime, reloadAnimationPath, ammoType, maxAmmo, startingAmmo, attachmentSlots, switchInTime, switchOutTime, equipAnimationPath, unequipAnimationPath, muzzleFlashParticlePath, muzzleFlashScale, muzzleSoundPath, tracerParticlePath, tracerSpeed, impactParticlePath, impactSoundPath, impactDecalPath, shellMeshPath, shellEjectionForce, shellLifespan, meleeTraceStartSocket, meleeTraceEndSocket, meleeTraceRadius, comboWindowTime, maxComboCount, hitPauseDuration, hitPauseTimeDilation, hitReactionMontage, hitReactionStunTime, parryWindowStart, parryWindowEnd, parryAnimationPath, blockDamageReduction, blockStaminaCost, weaponTrailParticlePath, weaponTrailStartSocket, weaponTrailEndSocket, ammoPerShot, armorValue, damageAmount, damagePerSecond, damageReduction, damageType, duration, effectType, healAmount, infiniteAmmo, maxHealth, maxShield, shieldAmount, shieldRegenDelay, shieldRegenRate, params.

Combat action to perform

Enable aim down sights.

FOV when aiming.

Time to aim down sights.

Spread multiplier when aiming.

Ammo type identifier.

Attachment slot definitions.

Damage reduction when blocking (0-1).

Stamina cost per blocked hit.

Blueprint asset path.

Enable projectile bouncing.

Velocity retained on bounce (0-1).

Time window for combo input.

Critical hit damage multiplier.

Impulse applied on hit.

Damage multiplier for this hitbox.

Shell ejection socket name.

Path to equip animation montage.

Headshot damage multiplier.

Hitstop duration in seconds.

Time dilation during hitstop.

Path to hit reaction montage.

Stun duration on hit.

Bone name for hitbox.

Hitbox dimensions.

3D extent (half-size).

Hitbox collision shape.

Enable hitscan firing.

Homing turn rate.

Enable homing behavior.

Path to impact decal.

Path to impact particle.

Path to impact sound.

Mark as headshot zone.

Maximum combo length.

Socket for trace end.

Sphere trace radius.

Socket for trace start.

Path to muzzle flash particle.

Muzzle flash scale.

Muzzle socket name.

Path to firing sound.

Name identifier.

Path to parry animation.

Parry window end time (normalized).

Parry window start time (normalized).

Directory path for asset creation.

Projectile class path.

Path to projectile mesh.

Vertical recoil (degrees).

Recoil recovery speed.

Horizontal recoil (degrees).

Path to reload animation.

Shell ejection impulse.

Shell casing lifetime.

Path to shell casing mesh.

Spread increase per shot.

Spread pattern type.

Spread recovery rate.

Time to equip weapon.

Time to unequip weapon.

Trace channel for hitscan.

Path to tracer particle.

Tracer travel speed.

Path to unequip animation montage.

Path to weapon static/skeletal mesh.

Trail end socket.

Path to weapon trail particle.

Trail start socket.

Niagara particle systems, VFX, debug shapes, and GPU simulations. Create systems, emitters, modules, and control particle effects. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, savePath, assetPath, timeoutMs, save, system, systemPath, systemName, emitter, emitterName, emitterPath, emitterProperties, location, actorName, attachToActor, reset, filter, deltaTime, steps, preset, shape, shapeType, radius, color, duration, lightType, intensity, density, scattering, extinction, modulePath, scriptType, autoConnect, nodeId, parameterName, parameterType, parameterValue, value, sourceBinding, spawnRate, burstCount, burstTime, spawnPerUnit, lifetime, mass, forceType, forceStrength, forceVector, velocity, velocityMode, acceleration, sizeMode, uniformSize, colorMode, materialPath, alignment, facingMode, meshPath, lightRadius, collisionMode, restitution, friction, dieOnCollision, killCondition, cameraOffset, eventName, eventType, spawnOnEvent, eventSpawnCount, eventPayload, fixedBoundsEnabled, deterministicEnabled, stageName, stageIterationSource, params.

3D location (x, y, z).

Effect/Niagara action to perform.

Name of the actor.

Asset path (e.g., /Game/Path/Asset).

Name of the actor.

RGBA color as an array [r,g,b,a] or object {r,g,b,a} depending on action.

Asset path (e.g., /Game/Path/Asset).

Name of the event.

Niagara event payload attributes to expose.

Name identifier.

3D location (x, y, z).

3D location (x, y, z).

Material asset path.

Mesh asset path.

Asset path (e.g., /Game/Path/Asset).

Name identifier.

ID of the node.

Name of the parameter.

Generic value (any type).

Directory path for asset creation.

Path to save the asset.

Asset path (e.g., /Game/Path/Asset).

Asset path (e.g., /Game/Path/Asset).

Generic value (any type).

3D location (x, y, z).

Create Gameplay Abilities, Effects, Attribute Sets, and Gameplay Cues for ability systems. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, assetPath, blueprintPath, replicationMode, attributeSetPath, attributeName, attributeType, baseValue, minValue, maxValue, clampMode, abilityPath, abilityTags, cancelAbilitiesWithTag, blockAbilitiesWithTag, activationRequiredTags, activationBlockedTags, costEffectPath, cooldownEffectPath, targetingMode, targetRange, aoeRadius, taskType, activationPolicy, instancingPolicy, effectPath, durationType, duration, period, modifierOperation, modifierMagnitude, magnitudeCalculationType, setByCallerTag, targetAttribute, calculationClass, cueTag, cuePath, stackingType, stackLimitCount, stackDurationRefreshPolicy, stackPeriodResetPolicy, stackExpirationPolicy, grantedTags, applicationRequiredTags, removalTags, immunityTags, cueType, triggerType, particleSystemPath, soundPath, cameraShakePath, decalPath, tagName, componentName, defaultValue, modifierIndex, params.

Path to ability asset.

Gameplay tags for this ability.

GAS action to perform.

Tags that block activation of this ability.

When the ability activates.

OnInputPressed WhileInputActive OnSpawn OnGiven

Tags required to activate this ability.

Area of effect radius.

Tags required to apply this effect.

Asset path (e.g., /Game/Path/Asset).

Name of the attribute.

Path to Attribute Set asset.

Predefined attribute type or Custom.

Health MaxHealth Mana MaxMana Stamina MaxStamina Damage Armor AttackPower MoveSpeed Custom

Base value for attribute.

Tags of abilities blocked while this is active.

Blueprint asset path.

UGameplayEffectExecutionCalculation class path.

Path to camera shake asset.

Tags of abilities to cancel when this activates.

Attribute clamping mode.

Name of the component.

Path to cooldown Gameplay Effect.

Path to cost Gameplay Effect.

Path to Gameplay Cue asset.

Gameplay Cue tag (e.g., GameplayCue.Damage.Fire).

Type of gameplay cue notify.

Path to decal material.

Generic value (any type).

Duration in seconds.

Effect duration type.

Path to effect asset.

Tags granted while effect is active.

Tags that block this effect.

How the ability is instanced.

How magnitude is calculated.

ScalableFloat AttributeBased SetByCaller CustomCalculationClass

Maximum value for clamping.

Minimum value for clamping.

Magnitude of the modifier.

Modifier operation on attribute.

Name of the asset to create.

Path to particle system.

Directory path for asset creation.

Period for periodic effects.

Tags that cause effect removal.

ASC replication mode.

Tag for SetByCaller magnitude.

Sound asset path.

When to refresh stack duration.

What happens when stack expires.

Maximum stack count.

When to reset stack period.

Stacking type for effect.

Name of the tag.

Target attribute for modifier.

Maximum targeting range.

Targeting mode for ability.

None SingleTarget AOE Directional Ground ActorPlacement

Type of ability task to add.

WaitDelay WaitInputPress WaitInputRelease WaitGameplayEvent WaitTargetData WaitConfirmCancel PlayMontageAndWait ApplyRootMotionConstantForce WaitMovementModeChange

When the cue triggers.

Create procedural meshes using Geometry Script: booleans, deformers, UVs, collision, and LOD generation. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: outputPath, assetPath, name, path, actorName, width, height, depth, radius, innerRadius, numSides, numRings, numSteps, stepWidth, stepHeight, stepDepth, numTurns, widthSegments, heightSegments, depthSegments, radialSegments, location, rotation, scale, distance, amount, segments, angle, axis, strength, weight, latticeResolution, heightScale, midpoint, texturePath, position, center, offset, dimensions, targetActor, toolActor, trimActorName, splineActorName, keepTool, keepInside, cap, count, steps, iterations, targetTriangleCount, targetEdgeLength, weldDistance, uvChannel, uvScale, uvOffset, hardEdgeAngle, computeWeightedNormals, collisionType, hullCount, maxHullCount, maxHullVerts, targetHullCount, simplificationFactor, hullPrecision, maxVerticesPerHull, lodCount, lodIndex, reductionPercent, trianglePercent, recomputeNormals, recomputeTangents, screenSizes, params.

Geometry action to perform

Name of the actor.

Generic amount for operations (bevel size, inset distance, etc.).

Angle in degrees.

Asset path (e.g., /Game/Path/Asset).

Axis for deformation operations.

3D location (x, y, z).

Collision complexity type.

Default Simple Complex UseComplexAsSimple UseSimpleAsComplex

Use area-weighted normals.

Depth value.

Segments along depth.

3D dimensions (width, height, depth).

Distance value.

Angle threshold for hard edges (degrees).

Height value.

Texture displacement height scale.

Segments along height.

Number of convex hulls for decomposition.

Precision for convex hull generation (0-1).

Inner radius for torus.

Number of iterations for smooth, remesh.

Control lattice resolution for lattice deformation.

3D location (x, y, z).

Number of LOD levels to generate.

Specific LOD index to configure.

Maximum hull count for complex collision generation.

Maximum vertices per hull for complex collision generation.

Maximum vertices per convex hull.

Texture luminance midpoint for displacement.

Name identifier.

Number of rings for sphere, torus.

Number of sides for cylinder, cone, etc.

Number of steps for stairs.

Number of turns for spiral.

3D location (x, y, z).

Output file or directory path.

Path to a directory.

3D location (x, y, z).

Radial segments for circular shapes.

Radius value.

Percent of triangles to reduce per LOD.

3D rotation (pitch, yaw, roll).

3D scale (x, y, z).

Array of screen sizes for each LOD.

Number of segments for bevel, subdivide.

Collision simplification factor.

Name of the actor.

Depth of each stair step.

Height of each stair step.

Width of each stair step.

Strength or weight.

Name of the actor.

Target edge length for remeshing.

Target hull count for collision simplification.

Target triangle count for simplification.

Texture asset path.

Name of the actor.

Percent of triangles to keep for LOD reduction.

Name of the actor.

UV channel index (0-7).

UV offset.

UV scale.

Weight for lattice deformation.

Distance threshold for vertex welding.

Width value.

Segments along width.

Create interactive objects: doors, switches, chests, levers. Set up destructible meshes and trigger volumes. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, folder, blueprintPath, actorName, componentName, traceType, traceDistance, traceRadius, widgetClass, showOnHover, showPromptText, promptTextFormat, doorPath, openAngle, openTime, locked, autoClose, autoCloseDelay, requiresKey, switchPath, switchType, resetTime, chestPath, lootTablePath, triggerPath, triggerShape, canToggle, params.

The interaction action to perform.

Name of the actor.

Automatically close after opening.

Delay before auto-close in seconds.

Blueprint asset path.

Path to chest actor blueprint.

Name of the component.

Path to door actor blueprint.

Path to a directory.

Whether the item is locked.

Path to loot table asset.

Name identifier.

Door open rotation angle in degrees.

Time to open/close door in seconds.

Format string for prompt (e.g., "Press {Key} to {Action}").

Whether interaction requires a key item.

Time to reset switch in seconds.

Show widget when hovering.

Show interaction prompt text.

Path to switch actor blueprint.

Type of switch.

Trace distance.

Trace radius.

Type of interaction trace.

Path to trigger actor blueprint.

Shape of trigger volume.

Widget class path.

Create item data assets, inventory components, world pickups, loot tables, and crafting recipes. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, save, blueprintPath, itemPath, iconPath, maxStackSize, stackable, uniqueItems, enableWeight, encumberanceSystem, encumberanceThreshold, categoryPath, componentName, slotCount, maxWeight, replicated, replicationCondition, pickupPath, interactionType, prompt, respawnable, respawnTime, bobbing, rotation, glowEffect, slots, statModifiers, abilityGrants, passiveEffects, attachToSocket, lootTablePath, lootWeight, minQuantity, maxQuantity, actorPath, dropCount, dropRadius, tiers, recipePath, outputItemPath, outputQuantity, craftTime, ingredientItemPath, quantity, requiredLevel, requiredStation, stationPath, recipePaths, craftingSpeedMultiplier, stationType, defaultSocket, dropOnDeath, entryIndex, properties, params.

Enable ability grant support when equipped.

Inventory action to perform.

Path to actor Blueprint for loot drop.

Attach mesh to socket when equipped.

Blueprint asset path.

Enable bobbing animation.

Path to item category asset.

Name of the component.

Time in seconds to craft.

Name of the socket.

Number of drops to roll.

Radius for scattered drops.

Enable glow effect.

Path to icon texture.

Path to item data asset.

How player picks up item.

Path to item data asset.

Path to loot table asset.

Weight for drop chance calculation.

Maximum drop quantity.

Minimum drop quantity.

Name of the asset to create.

Path to item produced by recipe.

Quantity produced.

Enable passive effect support when equipped.

Directory path for asset creation.

Path to pickup actor Blueprint.

Prompt text.

Path to crafting recipe asset.

Whether to replicate.

Replication condition for inventory.

None OwnerOnly SkipOwner SimulatedOnly AutonomousOnly Custom

Required player level.

Required crafting station type.

Respawn time in seconds.

Enable rotation animation.

Save the asset(s) after the operation.

Equipment slot names to configure.

Enable stat modifier support when equipped.

Type of crafting station.

Quality tier definitions.

Load/save levels, configure streaming, and build lighting. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: levelPath, assetPath, levelPaths, levelName, path, savePath, destinationPath, overwrite, targetPath, exportPath, packagePath, sourcePath, sublevelPath, parentLevel, parentPath, streamingMethod, streaming, shouldBeLoaded, shouldBeVisible, saveDirtyPackages, lightType, intensity, color, location, rotation, template, useWorldPartition, metadata, newName, timeoutMs, name, quality, subLevelPath, params.

Action

Asset path (e.g., /Game/Path/Asset).

RGBA color as an array [r, g, b, a].

Destination path for move/copy.

Export file path.

Level asset path.

Light type. Accepts short names (Point), class names (PointLight), or lowercase (point).

Directional Point Spot Rect DirectionalLight PointLight SpotLight RectLight directional point spot rect

3D location (x, y, z).

Name identifier.

Overwrite if the asset/file already exists.

Path to a directory.

Parent level path.

Path to a directory.

Directory path for asset creation.

3D rotation (pitch, yaw, roll).

Path to save the asset.

Source path for import/move/copy.

Level asset path.

Level asset path.

Path to a directory.

Structure worlds: levels, sublevels, World Partition, streaming, data layers, HLOD, level instances, trigger/blocking/physics/audio/post-process volumes, and nav bounds. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: levelName, levelPath, parentLevel, bCreateWorldPartition, bUseExternalActors, sublevelName, sublevelPath, streamingMethod, bShouldBeVisible, bShouldBlockOnLoad, bDisableDistanceStreaming, streamingDistance, streamingUsage, createVolume, boundsOrigin, boundsExtent, bAutoCalculateBounds, bEnableWorldPartition, gridCellSize, loadingRange, dataLayerName, bIsInitiallyVisible, bIsInitiallyLoaded, dataLayerType, actorName, actorPath, hlodLayerName, hlodLayerPath, bIsSpatiallyLoaded, cellSize, loadingDistance, volumeName, volumeLocation, volumeExtent, nodeClass, nodePosition, nodeName, sourceNodeName, sourcePinName, targetNodeName, targetPinName, levelInstanceName, levelAssetPath, instanceLocation, instanceRotation, instanceScale, packedLevelName, bPackBlueprints, bPackStaticMeshes, save, location, rotation, extent, sphereRadius, capsuleRadius, capsuleHalfHeight, boxExtent, bPainCausing, damagePerSec, bWaterVolume, fluidFriction, terminalVelocity, priority, bEnabled, reverbVolume, fadeTime, cullDistances, bUnbound, blendRadius, blendWeight, filter, volumeType, bBlockOnSlowStreaming, bounds, createIfMissing, gridName, layerType, params.

Level structure action to perform.

Name of the actor.

Path to actor.

Auto-calculate bounds from content.

Create with World Partition enabled.

Disable distance-based streaming.

Enable World Partition for level.

Whether the audio volume is enabled.

Data layer initially loaded.

Data layer initially visible.

HLOD is spatially loaded.

Include blueprints in packed level.

Include static meshes in packed level.

Whether the volume causes pain/damage.

Level should be visible when loaded.

Block game until level is loaded.

Whether post process volume affects entire world.

Enable One File Per Actor (OFPA/External Actors) for Data Layer compatibility. Automatically enabled when bCreateWorldPartition is true.

Whether this is a water volume.

Blend radius for post process volume.

Blend weight (0.0-1.0) for post process.

Extent of level bounds.

Origin of level bounds.

Extent for box trigger volumes.

Half-height for capsule trigger volumes.

Radius for capsule trigger volumes.

HLOD cell size.

Create a streaming volume (true) or just report existing volumes (false). Default: true.

Array of size/distance pairs for cull distance volumes.

Distance at which to cull.

Object size threshold.

Damage per second for pain volumes.

Name of the data layer.

Type of data layer.

Extent (half-size) of the volume in each axis.

Fade time in seconds.

General search filter.

Fluid friction for physics volumes.

World Partition grid cell size.

Name of the HLOD layer.

Path to HLOD layer.

Location of the level instance.

Rotation of the level instance.

Scale of the level instance.

Path to the level asset for instancing.

Level instance name.

Level asset path.

HLOD loading distance.

Loading range for grid cells.

World location for the volume.

Node class path.

Name of the node.

Position of node in graph.

Name for the packed level actor.

Parent level path.

Priority value.

Volume level for reverb (0.0-1.0).

Rotation of the volume.

Save the asset(s) after the operation.

Source node name.

Name of the source pin.

Radius for sphere trigger volumes.

Distance/radius for streaming volume (creates ALevelStreamingVolume).

Level streaming method.

Streaming volume usage mode (default: LoadingAndVisibility).

Loading LoadingAndVisibility VisibilityBlockingOnLoad BlockingOnLoad LoadingNotVisible

Name of the sublevel.

Level asset path.

Target node name.

Name of the target pin.

Terminal velocity in the volume.

Extent of the volume.

Location of the volume.

Name of the volume.

Type filter for get_volumes_info (e.g., "Trigger", "Physics").

Configure multiplayer and player flow: replication, RPCs, authority/relevancy, network prediction, sessions, split-screen, LAN/voice chat, game framework classes, match rules, and input mappings. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: blueprintPath, actorName, propertyName, replicated, condition, repNotifyFunc, netUpdateFrequency, minNetUpdateFrequency, netPriority, dormancy, functionName, rpcType, reliable, withValidation, ownerActorName, isAutonomousProxy, netCullDistanceSquared, useOwnerNetRelevancy, alwaysRelevant, onlyRelevantToOwner, structName, usePushModel, enablePrediction, correctionThreshold, smoothingRate, dataType, networkSmoothingMode, networkMaxSmoothUpdateDistance, networkNoSmoothUpdateDistance, maxClientRate, maxInternetClientRate, netServerMaxTickRate, role, replicateMovement, spatiallyLoaded, netLoadOnClient, replicationPolicy, customSerialization, predictionThreshold, sessionName, maxPlayers, bIsLANMatch, bAllowJoinInProgress, bAllowInvites, bUsesPresence, bUseLobbiesIfAvailable, bShouldAdvertise, interfaceType, enabled, splitScreenType, playerIndex, controllerId, serverAddress, serverPort, serverPassword, serverName, mapName, travelOptions, voiceEnabled, voiceSettings, channelName, channelType, playerName, targetPlayerId, muted, attenuationRadius, attenuationFalloff, pushToTalkEnabled, pushToTalkKey, name, path, gameModeBlueprint, parentClass, pawnClass, defaultPawnClass, playerControllerClass, gameStateClass, playerStateClass, spectatorClass, hudClass, bDelayedStart, states, numRounds, roundTime, intermissionTime, numTeams, teamSize, autoBalance, friendlyFire, teamIndex, scorePerKill, scorePerObjective, scorePerAssist, spawnSelectionMethod, respawnDelay, respawnLocation, usePlayerStarts, allowSpectating, spectatorViewMode, save, contextPath, actionPath, actionName, axisName, key, scale, shift, ctrl, alt, cmd, triggerType, modifierType, assetPath, priority, timeoutMs, canRespawn, executeTravel, forceRespawn, localPlayerNum, maxRespawns, respawnLives, scorePerDeath, systemWide, variableName, winScore, params.

Networking action to perform

Legacy input action mapping name.

Asset path (e.g., /Game/Path/Asset).

Name of the actor.

Allow spectator mode.

Require Alt for a legacy action mapping.

Always relevant to all clients.

Asset path (e.g., /Game/Path/Asset).

Falloff rate for voice attenuation.

Radius for voice attenuation (Proximity chat). REQUIRED for set_voice_attenuation.

Enable automatic team balancing.

Legacy input axis mapping name.

Allow player invites.

Allow joining games in progress.

Whether to delay match start.

Whether this is a LAN match.

Advertise session publicly.

Use lobby system if available.

Use presence for session discovery.

Blueprint asset path.

Voice channel name. REQUIRED for set_voice_channel.

Voice channel type.

Require Cmd for a legacy action mapping.

Replication condition.

Asset path (e.g., /Game/Path/Asset).

Controller ID for player input. REQUIRED for add_local_player.

Server correction threshold.

Require Ctrl for a legacy action mapping.

Use custom serialization.

Network prediction data type.

Default pawn class for GameMode.

Net dormancy mode.

Enable client-side prediction.

Whether the item/feature is enabled.

Enable friendly fire damage.

Name of the function.

Path to GameMode blueprint to configure.

GameState class path.

HUD class path.

Type of session interface to use. REQUIRED for configure_session_interface.

Configure as autonomous proxy.

Map to load for hosting. REQUIRED for host_lan_server.

Max client rate.

Max internet client rate.

Minimum update frequency when idle (Hz, default 2).

Whether the item is muted.

Name identifier.

Network cull distance squared.

Net load on client for replication graph.

Network priority for bandwidth (default 1.0).

Server max tick rate.

How often actor replicates (Hz, default 100).

Max smooth update distance.

No smooth update distance.

Movement smoothing mode.

Only relevant to owner.

Name of owner actor (null to clear).

Path or name of the parent class.

Directory path for asset creation.

Pawn class to use.

PlayerController class path.

Local player index. REQUIRED for remove_local_player.

Player name for voice operations. REQUIRED for mute_player (or targetPlayerId).

PlayerState class path.

Prediction threshold for client prediction.

Priority for input mapping context (default: 0).

Name of the property.

Enable push-to-talk mode. REQUIRED for configure_push_to_talk.

Key binding for push-to-talk.

Whether the operation is reliable.

RepNotify function name.

Replicate movement.

Whether property should be replicated.

Replication policy for replication graph.

Where players respawn.

Net role.

Type of RPC.

Save the asset(s) after the operation.

Legacy input axis scale.

Points awarded per assist.

Points awarded per kill.

Points awarded per objective.

Server IP address. REQUIRED for join_lan_server.

Display name for the server.

Server password for protected games.

Name of the session.

Require Shift for a legacy action mapping.

Smoothing rate for corrections.

Spatially loaded for replication graph.

How to select spawn points.

Spectator pawn class.

Spectator view mode.

FreeCam ThirdPerson FirstPerson DeathCam

Split-screen layout type. REQUIRED for set_split_screen_type.

Match state definitions.

Custom state name if name is "custom".

Duration in seconds.

Name of struct for custom serialization.

Target player ID. REQUIRED for mute_player (or playerName).

Team index for PlayerStart.

Travel URL options string.

Use owner relevancy.

Use PlayerStart actors.

Use push-model replication.

Name of the variable.

Enable/disable voice chat. REQUIRED for enable_voice_chat.

Voice processing settings. REQUIRED for configure_voice_settings.

Enable echo cancellation.

Noise gate threshold.

Enable noise suppression.

Audio sample rate in Hz.

Voice volume (0.0 - 1.0).

Enable RPC validation.

Create, edit, execute, and configure PCG graphs: graph assets, input/sampler/filter/spawner nodes, pin connections, node settings, and partition grid size. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: graphPath, parentGraphPath, subgraphPath, assetPath, path, name, nodeType, settingsClass, nodeId, nodeName, title, sourceNodeId, targetNodeId, sourcePin, targetPin, inputName, outputName, actorName, componentName, componentPath, classPath, actorClass, meshPath, texturePath, createComponent, force, wait, gridSize, scope, settings, x, y, posX, posY, save, overwrite, timeoutMs, params.

PCG graph action to perform

Name of the actor.

Asset path (e.g., /Game/Path/Asset).

Name of the component.

Component path/name for PCG execution.

PCG graph asset path (e.g., /Game/PCG/PCG_MyGraph).

Name of the pin.

Mesh asset path.

Name identifier.

ID of the node.

Name of the node.

PCG node type alias or UPCGSettings class path/name.

Name of the pin.

Overwrite if the asset/file already exists.

Parent PCG graph asset path for subgraph insertion.

Path to a directory.

Save the asset(s) after the operation.

Partition grid target scope.

Node settings keyed by reflected PCG settings property name.

UPCGSettings class path/name for the PCG node.

ID of the source node.

Name of the source pin.

PCG subgraph asset path used by subgraph nodes.

ID of the target node.

Name of the target pin.

Texture asset path.

Edit Level Sequences: add tracks, bind actors, set keyframes, control playback, and record camera. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: name, path, actorName, actorNames, frame, value, property, destinationPath, newName, speed, startTime, loopMode, className, spawnable, trackType, trackName, muted, solo, locked, startFrame, endFrame, frameRate, resolution, start, end, lengthInFrames, playbackStart, playbackEnd, metadata, params.

Action

Name of the actor.

Destination path for move/copy.

Name identifier.

New name for renaming.

Asset path (e.g., /Game/Path/Asset).

Name of the property.

Dynamic MCP tool management. List canonical tools, view category counts, and enable/disable tools or categories at runtime. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: tools, category, params.

list_tools: show canonical tools with status. list_categories: show category counts. enable/disable_tools: toggle specific tools. enable/disable_category: toggle category. get_status: current state. reset: restore defaults.

Category name to enable/disable (core, world, gameplay, utility, all)

Tool names to enable/disable

Control the project runtime: profiling, benchmarks, scalability/LOD/Nanite settings, CVars, console commands, Python scripts, UBT, tests, logs, and widgets. Required: action. Select one enum value, then provide only parameters relevant to that action. Params by action: profileType, category, level, enabled, resolution, command, target, platform, configuration, arguments, filter, channels, widgetPath, childClass, parentName, section, key, value, code, file, mode, returnBase64, includeMetadata, metadata, type, duration, outputPath, detailed, scale, maxFPS, poolSize, boostPlayerLocation, forceLOD, lodBias, enableInstancing, enableBatching, mergeActors, actors, streamingDistance, cellSize, categoryName, filename, height, message, name, packageName, assetPath, path, paths, recursive, replaceSourceActors, savePath, text, volume, widgetId, width, windowed, params.

Action

Asset path (e.g., /Game/Path/Asset).

Python code to execute inline

Whether the item/feature is enabled.

Path to .py file to execute

Screenshot source. editor_viewport captures the active editor viewport; game_viewport captures the PIE/game viewport; full_editor_window captures the full Slate editor window and returns imageBase64 by default.

Name identifier.

Output file or directory path.

Asset path (e.g., /Game/Path/Asset).

Perform the operation recursively.

Resolution setting (e.g., 1024x1024).

Return PNG image data as base64 when supported. Defaults to true for full_editor_window and game_viewport screenshot modes.

Path to save the asset.

CPU GPU Memory RenderThread GameThread All

Widget blueprint path.


Audit raw HTML snippet against WCAG/SEO standards. Creates a sandbox page to analyze the markup.

html standards auditTypes wcagLevels wcagVersions wcagCriteria

Run a SiteLint audit on a live URL. Checks WCAG accessibility, SEO, performance, and security. Optionally filter by standard, audit type, WCAG level, version, or specific success criteria.

Check a single WCAG success criterion against a page. Filters audit to one criterion, level, and WCAG standard — faster than full audit. Returns pass/fail per element.


Download SVG and PNG images used in a Figma file based on the IDs of image or icon nodes

The key of the Figma file containing the images

The absolute path to the directory where images are stored in the project. If the directory does not exist, it will be created. The format of this path should respect the directory format of the operating system you are running on. Don't use any special character escaping in the path name either.

The nodes to fetch as images

Figma transform matrix for image cropping

The local name for saving the fetched file, including extension. Either png or svg.

Suffix to add to filename for unique cropped images, provided in the Figma data (e.g., 'abc123')

If a node has an imageRef fill, you must include this variable. Leave blank when downloading Vector SVG images.

Whether this image needs cropping based on its transform matrix

The ID of the Figma image node to fetch, formatted as 1234:5678

Whether this image requires dimension information for CSS variables

Export scale for PNG images. Optional, defaults to 2 if not specified. Affects PNG images only.

Fetches a Figma node's UI-ready JSON from a given node URL, resolving fileKey/nodeId via the Figma API and returning a normalized, deterministic schema (layout, hierarchy, constraints, styles, typography, images/icons, interactions) suitable for direct code generation — containing all information needed to reconstruct the equivalent UI.

The unique identifier of your Figma file, found in the URL after "figma.com/file/" or "figma.com/design/". For example, in "figma.com/file/abc123XYZ/MyDesign", the fileKey would be "abc123XYZ". This key is required to access and convert your Figma design.

The specific element or frame ID within your Figma file that you want to convert. Found in the URL as "node-id=xyz123" when you select an element in Figma. For example, in "figma.com/design/file_id/file_name?node-id=ab-1234", the nodeId would be "ab-1234".

Returns a screenshot of a Figma node as base64 encoded image data when a Figma URL is provided. This tool extracts the fileKey and nodeId from the URL, fetches the screenshot, and converts it to base64 for direct display in Cursor.

The Figma URL containing the fileKey and nodeId. For example: "https://figma.com/file/abc123XYZ/MyDesign?node-id=ab-1234" or "https://figma.com/design/file_id/file_name?node-id=ab-1234".

Retrieves detailed documentation for a specific Twigs component. This tool fetches the complete component documentation including props, usage examples, and best practices from your local Twigs documentation server. Use this when you need to understand how to use a specific Twigs component or need to reference its API documentation.

The name of the Twigs component to get documentation for (e.g., 'Button', 'Input', 'Modal').

Returns a complete list of all available Twigs components. This tool provides a simple list of component names. Use this tool whenever you need to know which components are available in the Twigs design system.

The system username making the request.

Retrieves guidelines and usage information for Twigs design system. This tool fetches the basic helpbook and guidelines that are essential for working with Twigs components. Use this when you need to understand the fundamental principles, best practices, and usage patterns for the Twigs design system before working with specific components. Call this tool whenever you are coding with Twigs components.

The system username making the request.


Links an EXISTING entry of the attachment repository to a node or connection. To put a new file into the repository use kbb_import_attachment. Use kbb_get_attachments without itemId to see what the repository holds.

Node (or connection) ID to link to.

Report what would happen without making any changes.

attachToItemId denotes a connection. Default false.

Repository entry name. Must be unambiguous.

Repository entry ID. Preferred over name.

Label for the undo group. Default: 'AI: <ToolName>'.

Attach a repository entry

Sets the diagram view sliders to absolute values and redraws: zoom, distance, rotation, perspective. Values match what kbb_get_ui_state reports. These are view settings, not diagram properties - they create no undo step, exactly like the sliders in the Adjust View gallery.

Node distance factor, 1 = 100 %. Matches stretchFact.

Perspective in percent, 0-100.

Reset all four sliders to their default.

Rotation in degrees, 0-360.

Deprecated alias for distance.

Zoom factor, 1 = 100 %. Matches zoomFact.

Adjust view sliders

Moves the virtual mouse cursor to an element, visualizes mousedown, and triggers the click.

Mouse button. Default 'left'.

Trigger double-click. Default false.

Speed multiplier. Default 1.0.

Target element CSS selector.

Animate mouse click

Smoothly animates the virtual mouse cursor (.kbb-sp-cursor) to a selector or pixel coordinate.

Speed multiplier. Default 1.0.

Target pixel coordinate.

CSS selector of target element.

Animate mouse cursor movement

Animates dragging an element to another element or by a relative pixel delta.

Delta X pixels if dragging by distance.

Delta Y pixels if dragging by distance.

Source element CSS selector.

Speed multiplier. Default 1.0.

Target element CSS selector.

Animate drag and drop

Drags a Kanban card visibly from one field of the board into another — the very gesture a user performs with the mouse. The card is grabbed at its anchor point on its bottom edge, the point that decides the target cell, and dropping it writes the column's category, the lane's tag and the rank inside the cell in one undo step. Requires the Kanban layout (20) in display mode 'diagram'; edit mode is switched on when needed. Use kbb_move_kanban_card instead when no animation is wanted, and kbb_animate_drag for free dragging by a pixel delta. Keep speedFact at 0.5 or above: a slower drag can outrun the 50 s limit of a blocking call.

Card item ID.

Where to drop inside the target cell. Default 'keep' holds the card's height — a straight horizontal drag; 'start' and 'end' put it first or last in the cell.

Speed multiplier. Default 1.0.

Target column: its name as written on the board, or its number from the left, starting at 0. Omit to keep the current column.

Target swimlane: its name, or its number from the top, starting at 0. Omit to keep the current lane. At least one of toColumn and toLane is required.

Animate Kanban card move

Animates character-by-character text typing into an input field, textarea, or rich text iframe.

Instant paste instead of character-by-character. Default false.

Speed multiplier. Default 1.0.

Target input, textarea, or iframe CSS selector.

Text to type.

Simulate keyboard keydown/keypress events. Default false.

Animate text typing

Executes multiple tool calls in a SINGLE undo step and with exactly one redraw. For pure structure creation, kbb_create_subgraph is preferred — this tool is meant for mixed sequences (create, format, focus). Nesting is not supported.

Report what would happen without making any changes.

Default "abort". When "continue", response contains partial results per step.

Sequence of tool calls to execute.

Arguments for the tool.

Tool name, e.g. "kbb_create_node".

Label for the undo group. Default: 'AI: <ToolName>'.

Batch multiple commands

The chronological history of root items — the app's own Browse back / Browse forward, and the 'last viewed' list. kbb_focus_node jumps somewhere; this is the way back. 'back' and 'forward' walk one step, 'goto' jumps straight to an entry by its index, 'list' only reads. The history lives per database in the browser profile, so it is empty right after a database switch.

What to do. Default 'back'.

For 'goto': position in the history, 0 being the most recent entry.

Browse history

The counterpart of kbb_dissolve_whiteboard: turns the diagram in front of you into a whiteboard space. The root item gets the #board tag, everything reachable from it becomes a card and keeps the position the layout gave it. Acts on the root item of the loaded excerpt — move another item there with kbb_focus_node first. For an EMPTY space use kbb_create_whiteboard. Diagram view only; fails if the root is already a space. To reverse it use kbb_dissolve_whiteboard — kbb_undo needs several steps, because the first draw stores each card position as an undo step of its own.

Turn diagram into whiteboard

Creates a new item or relation template, optionally with a style. An existing template of the same name is returned unchanged.

Hex background color, e.g. "#c0392b".

Index in the toolbar sprite.

Category/Template name.

Shape name (circle, rect, rhomb, hexagon, ...).

Hex text color.

Template type. Default 'item'.

Create category / template

Creates a new, empty knowledge base and opens it. Web application only — the desktop and mobile apps work on files. Names are not unique; the response returns the new databaseId.

Database name to create.

Open the new database. Default true.

Create database

Creates a single node, optionally connected to an existing parent node. For creating more than two nodes at once, kbb_create_subgraph is significantly faster.

Category/item template.

Short description (single-line tooltip).

Name of the node.

HTML note content.

Existing parent node ID to connect to.

Label of the connection to the parent.

Tag labels.

Direct link URL.

Create node

Creates multiple nodes and their connections in a SINGLE server call and a SINGLE undo step. The primary workhorse for building mindmaps and diagrams. Nodes reference each other via arbitrary tempIds; the response returns the mapping tempId -> real item ID. Existing nodes can be specified in 'from'/'to' as numeric strings (e.g. "42").

Nodes to create.

Category/item template. Created automatically if it does not exist.

Name of the node.

HTML note content for the note panel.

Tag labels.

Arbitrary identifier used by relations to reference this node.

Direct link URL.

Connections between nodes.

Label in reverse direction.

Relation template/category.

tempId of a node in 'nodes' OR an existing item ID as numeric string.

Label of the connection.

tempId or existing item ID as numeric string.

Existing parent node ID to attach rootless nodes to. If omitted, creates a freestanding subgraph.

Create subgraph

Creates a new whiteboard space (root item tagged #board) and enters whiteboard mode on it. Cards placed there keep their position (kbb_set_node_position). Diagram view only.

Category for the whiteboard root. Default: none.

Report what would happen without making any changes.

Whiteboard title.

Label for the undo group. Default: 'AI: <ToolName>'.

Create whiteboard

Deletes nodes or connections. Can be undone via kbb_undo.

Node IDs to delete.

Connection IDs to delete.

Delete

Deletes an entry from the attachment repository together with all its links. To remove a single link only, use kbb_detach_attachment.

Repository entry ID from kbb_get_attachments.

Delete repository entry

Permanently deletes a knowledge base — this cannot be undone by kbb_undo. The named database is opened first, because the backend always deletes the one currently open. Afterwards the app opens whichever database the server hands back. An ambiguous name is refused; pass databaseId instead.

Database ID from kbb_list_databases.

Database name. Must be unambiguous.

Delete database

Removes one link between a repository entry and a node, leaving the entry itself in the repository.

ID of the LINK, from kbb_get_attachments — not the node ID and not the repository entry ID.

Detach attachment

Dissolves the open whiteboard: the board element only loses its #board tag. Cards and connections stay and remain reachable as an ordinary diagram — the way to start a fresh space without losing the old one. To remove the space itself, delete the item instead.

Dissolve whiteboard

Exports the complete active database as JSON — items, relations, and both template sets, in exactly the shape kbb_import_database expects. Exporting a subgraph or XML is not supported by the backend.

Include HTML notes. Default true; false keeps the payload small.

Export database

Makes a node the root element of the view — the app visibly navigates to it. Useful to show the user in real-time what is being discussed.

Item ID to focus as root.

Optional text to highlight.

Focus node

With itemId: the attachments linked to that node or connection, each with its attachmentId (the link) and recordId (the repository entry). Without itemId: the whole attachment repository including where each entry is linked. Preview images are omitted.

itemId denotes a connection, not a node. Default false.

Node (or connection) ID. Omit to list the repository.

Get attachments

Lists all item and relation categories/templates with their names and IDs. Styles (color, shape, icon) are not part of this listing.

Filter templates. Default 'all'.

Get categories and templates

Items assigned to one item category (mirrors the 'Items in Category' panel). Without arguments, returns the items that have no category at all.

ID of the item category. -1 = items without category.

Name of the item category. Resolved to its ID.

Maximum items. Default 1000.

Get items in category

Retrieves events emitted by the app since a sequence number — such as which node the user clicked. The current sequence number is available in kbb_status.

Default 0 (everything in buffer).

Get events

The immediate neighborhood graph surrounding a node — IDs, names, categories, and connections, without heavy images or layout internals. The standard tool to explore the graph without loading the entire database into context. Every entry under 'relations' carries its own id — that is the relationId kbb_update_relation, kbb_set_style and kbb_delete expect.

Traversal depth. Default 1.

Center node ID. If omitted, the current root item is used.

Maximum items. Default 50.

Get neighborhood

Full data of a single node including full description, category, tags, and note. For broader overview, use kbb_get_neighborhood — this tool intentionally returns detailed content.

Include HTML note. Default false.

Item ID.

Get node

Everything stored on one connection: both labels, both 'as table' flags, description, category, tags, endpoints and its drawing properties. Read this before kbb_update_relation — the two labels and their table flags are one field in the database, so a partial update needs the current values. Connection IDs come from kbb_get_neighborhood ('relations[].id').

Connection ID.

Get connection

Identifies what the user is currently viewing in the app. Returns the current root item and selected elements to build upon the user's active context.

Current selection

Overview and metrics of the current knowledge base (number of items, relations, categories). Recommended first call for orientation as it uses minimal tokens.

Database statistics

Current UI state: display mode, 2D/3D layout, whiteboard mode and the open whiteboard, edit mode, the four view sliders, root item and selection, which side panels are open, and how many dialogs are up.

Get UI state

The undo and redo lists as the edit gallery shows them — newest first, index 0 being the most recent step. Every write through this bridge is exactly one entry, labelled with its undoLabel, so this is the way to check what an assistant has done and to hand kbb_undo the right number of steps (or its toLabel).

Maximum entries per list. Default 20.

Read undo and redo list

Lists the whiteboard spaces (items tagged #board) of the current database and reports whether one is currently open. Use the ids with kbb_set_whiteboard_mode to switch spaces.

Get whiteboards

Puts a NEW file into the attachment repository and, when attachToItemId is given, links it to a node or connection in the same undo step. The file travels as a data URI, so it works on every platform — no drag and drop, no file dialog. Images are shown in the document view straight away; for a document (PDF, Office, text) add a previewDataUri, otherwise the entry has no thumbnail, and pass its extracted text as 'text' so the full-text search finds it. With updateExisting an entry of the same uri (or the same name and type) is overwritten instead of duplicated, and every existing link to it survives. Attention: the whole file passes through the conversation as base64 — keep it small, a few megabytes at most.

Node (or connection) to link the new entry to. Without it the entry only enters the repository.

The file itself as a data URI, e.g. "data:application/pdf;base64,JVBERi0…".

Entry description. Default: the data size, the way the app writes it.

Report what would happen without making any changes.

File name including the extension, e.g. "Handbuch.pdf". The extension becomes the entry type, the part before it the entry name unless 'name' says otherwise.

attachToItemId denotes a connection. Default false.

Entry name. Default: the file name without its extension.

Thumbnail as a data URI, "data:image/png;base64,…". Required for anything that is not an image, otherwise the entry stays without a preview.

Text content of the file, so the full-text search reaches it.

Label for the undo group. Default: 'AI: <ToolName>'.

Overwrite an entry with the same uri (or name and type) instead of adding a second one.

Stable key of the entry for updateExisting. Default: derived from name and type, the same rule the app and generate_metadata.py use.

Import a file into the attachment repository

Imports a JSON document in the shape returned by kbb_export_database into the active knowledge base. XML is not supported — convert it first.

JSON string, or the object returned under 'data' by kbb_export_database.

Update elements whose IDs already exist instead of adding copies.

Import database

Turns an indented text outline into a node tree: each line becomes a node, indentation becomes the parent relation.

Existing node to hang the top-level lines under.

Indented text block, one node per line.

Import pseudocode

NOT AVAILABLE over this bridge and always returns NOT_SUPPORTED. The import runs through 'Edit diagram → Wikidata import'. To build the same graph, run the SPARQL query yourself and create the result with kbb_create_subgraph.

SPARQL query string.

Import Wikidata SPARQL

NOT AVAILABLE over this bridge and always returns NOT_SUPPORTED. The import runs through the app's own dialog on the element toolbar. To build the same graph, fetch the article structure yourself and create it with kbb_create_subgraph.

Wikipedia article title.

Language code.

Import Wikipedia article

Creates a connection between two existing nodes.

Reverse direction label.

Relation template/category.

Report what would happen without making any changes.

Source node item ID.

Connection label.

Target node item ID.

Create connection

Lists the saved views of the active database with their index, name, root item, display mode, and layout.

List bookmarks

Lists the knowledge bases of the signed-in user with their IDs, and marks the one currently open. Web application only.

List databases

Moves a Kanban card to another column (category) and/or swimlane (tag). Existing tags such as #hidden are kept; name the tag being replaced in oldLaneTag.

Card item ID.

New swimlane tag.

New column status category.

Swimlane tag to remove. Omit to keep all existing tags.

Move Kanban card

Speaks text through the browser's Web Speech API. By default the call returns as soon as speech starts; pass waitForFinished to keep the next tool call from talking over the sentence.

Speech rate in percent, 100 = 1.0x. Default: the screenplay rate.

Text to speak.

Index into the browser voice list. Default: the screenplay voice.

Return only once the voice has finished. Default false. Capped at 110s.

Narrate speech (TTS)

Switches to another knowledge base and reloads the view. Web application only. An ambiguous name is refused — pass databaseId from kbb_list_databases instead.

Database ID from kbb_list_databases.

Database name. Must be unambiguous.

Open database

Spotlights a node, centers the camera on it, and optionally narrates its title and description. The node must currently be drawn — navigate there with kbb_focus_node first. Narration is not awaited; use kbb_narrate_speech with waitForFinished for that.

Item ID to present.

Item name to present.

Speak item title and description. Default true.

Custom narration text override.

Present node with spotlight

Drives the app's own presentation mode — the guided tour through the diagram. It does two things no other tool can: it loads the map WITH the description texts (the map call ties that to "items expanded or presentation running"), and in the 3D view it folds the other branches away. That combination is what makes "one card open, all others closed" possible; without it the client never receives the description text and every card stays shut, the one being looked at included. The tour order follows the drawn child items, depth first from the starting node. 'start' enters the mode and shows the first step, 'next'/'previous'/'goto' step through it, 'play'/'pause' run the app's own cadence, 'stop' returns to the normal view. For your own dwell times, start the mode and then drive the elements with kbb_run_screenplay ('pi' actions with 'wa') — the fold-away still applies. Stepping does not wait for the camera to arrive.

What to do. Default 'status'.

start stop next previous goto play pause status

'start': node the tour starts from and descends through. Must be drawn. Default: the current root item.

'start': show the first step right away. Default true — with false the mode is armed but the picture stays as it is.

'goto': step index, 0 being the first.

Presentation mode

Restores a saved view and loads its root item. Panel visibility is not restored — only the view itself.

Bookmark index from kbb_list_bookmarks.

Bookmark name.

Restore bookmark

Executes a complete choreographed screenplay in the frontend: animated mouse cursor, typing effects, smooth scrolling, voiceover narration, and macros. Returns when the script has finished; speed and speech settings are restored afterwards. A blocking run is capped at 50 s, because MCP clients cancel longer calls. For anything longer set runDetached: true — the call then answers immediately with a runId, the script keeps playing, and its end arrives as a 'run_finished' event (kbb_wait_for_event) or through kbb_run_status.

Answer immediately with a runId instead of waiting. Required for scripts that play longer than about 50 s. Default false.

Array of screenplay actions or macros.

Disable TTS narration for this run. Default false.

Playback speed. Default 'normal'.

Run screenplay script

Reports a command started with runDetached (currently kbb_run_screenplay): whether it is still running, its result, or its error. Without runId, all remembered runs are listed. Instead of polling this tool, wait for the 'run_finished' event with kbb_wait_for_event.

Run ID from the detached start. Omit to list all.

Status of a detached run

Saves the current view — zoom, stretch, rotation, perspective, layout, display mode, panel state, and root item — as a named bookmark, persisted in the database and listed in the view gallery.

Report what would happen without making any changes.

Bookmark name.

Include the current root item. Default true.

Use as the initial view when the database opens.

Save bookmark

Full-text search across the knowledge base. Returns matching item IDs with names. Standard way to look up node IDs prior to updates or linking.

Default 25.

Search query string.

Search nodes

Selects nodes in the diagram without changing the root node.

Item IDs to select. An empty array clears the selection.

Select nodes

Sets and locks exact 3D camera coordinates and rotation for deterministic 3D rendering.

Lock camera from mouse drag.

Camera position.

Camera rotation.

Set 3D camera

Sets diagram visual properties (background, palette colors, line width, etc.). For layout and display mode, use the dedicated tools kbb_set_layout / kbb_set_display_mode.

Key-value pairs of diagram properties, e.g. {"ba":"#101010"} or {"bc":[14,22,40]}. Known keys: ba bc c1 c2 c3 c4 col dce hrl ia ico ics iex irc lw mi ml mri sdrao swm to3d tv wcl wtr. The diagram is redrawn, so iex/dce/wcl/wtr and friends take effect immediately. col controls colouring: 0 = item-wise (required for per-item colours from kbb_set_style), 1 = level-wise, 2 = parent-wise (default), 3 = category-wise. For tv use kbb_set_display_mode.

Label for the undo group. Default: 'AI: <ToolName>'.

Format diagram

Switches between 2D diagram, table view, and 3D mode. Note: Kanban is NOT a display mode, but layout 20 in diagram mode — use kbb_set_layout instead.

Target display mode.

Switch display mode

Sets the diagram layout. Layout 20 is the Kanban/Scrum board. With threeD=true, sets the 3D layout instead. Layout 19 is rejected: that is the whiteboard arrangement, and whiteboard is a mode — use kbb_set_whiteboard_mode.

Layout number. 20 = Kanban. 19 is not allowed here.

Set 3D layout instead of 2D. Default false.

Set layout

Places a drawn node at a fixed spot. On a whiteboard the spot is stored per board, in the other layouts per parent node — existing positions for other boards or parents are preserved. The node must currently be drawn (kbb_focus_node).

Item ID.

X coordinate relative to the board/parent element.

Y coordinate relative to the board/parent element.

Set node spatial position

Sets color, text color, shape, or icon for one or more nodes, and line color, line style, line width or arrows for one or more connections. Give itemIds, relationIds, or both. Per-item colours are only drawn when the colouring mode is item-wise - if it is not, the answer carries a warning telling you to call kbb_set_diagram({properties:{col:0}}) first. Nodes and connections must be drawn; navigate there with kbb_focus_node first. Labels and the 'as table' switch of a connection belong to kbb_update_relation.

Arrow heads of a connection. Connections only.

Hex background color of a node, or line color of a connection, e.g. "#c0392b".

Report what would happen without making any changes.

Index in the toolbar sprite. Nodes only.

Target node item IDs.

Line style of a connection. Connections only.

Line width of a connection. Connections only.

Target connection IDs, from kbb_get_neighborhood ('relations[].id').

Node shape. Nodes only.

default circle rect rhomb hexagon triangle para trapez

Hex text color, e.g. "#ffffff".

Format nodes and connections

Sets the switches of the "Adjust view" gallery by ABSOLUTE value, not by toggling — so a call is repeatable and needs no prior DOM read. Omitted options stay as they are; the answer always reports the state of every option afterwards. These are the switches of the diagram and label sections; zoom, stretch, rotation and perspective are sliders and belong to kbb_adjust_view, and the layout belongs to kbb_set_layout. The diagram switches are stored as diagram properties and survive a reload; the label switches are part of the session, exactly as when clicked by hand.

The 'show all labels' switch — sets categories, note tag, description tag, relation counts and item shift in one go. Applied before the single label switches, so those still win.

Animate transitions ('atran').

Show the category label on an item.

Draw connections that are not tree edges ('wcl').

How child items shrink with depth ('dce').

Show the marker for items that carry a description.

Collapse several connections between the same two items into one line ('sdrao').

Draw items in their expanded form ('iex').

Show the number of hidden connections.

Show the marker for manually shifted items.

Mark the root item ('mri').

Show the number of further connections.

Show the marker for items that carry a note.

Additionally draw connections that are shown as a table row ('wtr').

Label for the undo group. Default: 'AI: <ToolName>'.

Set view switches

Enters or leaves whiteboard mode. Whiteboard is a MODE, not a layout — never use kbb_set_layout(19) for this. With whiteboardId, switches to that space (ids from kbb_get_whiteboards); without it, opens the last used space, or the first one, or creates one. state 'leave' returns to the layout that was active before and keeps the board element as the root item; with returnToPreviousRoot it loads the diagram the whiteboard was entered from instead. Diagram view only.

Report what would happen without making any changes.

Only for state 'leave': go back to the diagram the whiteboard was entered from instead of staying on the board element. Needs a remembered diagram — see whiteboardReturnItemId in kbb_get_ui_state. Default false.

Enter or leave whiteboard mode. Default 'enter'.

Whiteboard space to open, from kbb_get_whiteboards. Only for state 'enter'.

Enter or leave whiteboard mode

Shows an explanatory callout box that points at a control or a diagram node, the way a manual annotates a screenshot. Several callouts can be open at once; each has an id and can be closed on its own. The box follows its target while the diagram is zoomed, panned or redrawn. Styles: 'card' (light manual card with a leader line), 'bubble' (speech bubble with a tail at the target), 'spotlight' (dims the app and cuts the targets out), 'glass' (dark translucent, fits dark diagrams), 'pins' (numbered pin at the target, text in a shared legend on the right — best when annotating many things at once). Every part of the look can be overridden per call — scale for the whole box at once, or fontSize, titleFontSize, backgroundColor, textColor, boxShadow, padding and friends one by one; what is left out keeps the style default. The target must be visible; navigate there with kbb_focus_node or open the relevant panel first. For a picture that carries several annotations pass them all in 'callouts' — one call instead of one per box.

What to do. Default 'show'.

Several callouts in ONE call, shown in order — one round trip instead of one per box, which is what makes a picture with five annotations affordable. Each entry takes the same fields as the single form; action, being about the call and not about a box, stays outside. Given alongside a single callout with a target of its own, that one is shown first. The answer lists the ids in order; a box whose target is not visible is reported under 'failed', and the rest are still shown.

Background of the box, any CSS color, e.g. '#FFFFFF' or 'rgba(17,24,34,0.9)'.

Corner radius in pixels.

Viewport [x, y] the box itself is pinned to, instead of letting it float beside the target — for recordings in which the text always sits in the same corner. The leader line still runs to the target.

Own drop shadow, e.g. '0 16px 40px rgba(0,0,0,0.5)'. Replaces the style's shadow.

'spotlight': buttons in the footer. Clicking one closes the callout.

Button caption.

Render as the filled primary button.

Show the close cross. Default true.

Accent color. Convention: blue = controls and modes, orange = interactions and editing, green = results and confirmations, purple = delete and close, red = warnings. Default 'blue'.

Gap between target and box in pixels. Default 76 (18 for 'bubble').

Font family of the box, e.g. 'Segoe UI, Arial, sans-serif'.

Body text size in pixels. Style default for 'card' is 22.

Callout id. Required for 'hide'; on 'show' it replaces a callout of the same id. Generated when omitted.

Id of the diagram node to point at.

Name of the diagram node to point at (first match).

Small uppercase label above the title ('card' and 'spotlight'), e.g. the area of the UI.

Size of the uppercase kicker in pixels.

'pins': headline of the legend panel.

Number in the badge or pin. Counted up automatically when omitted.

Opacity of the whole box, 0 to 1.

Inner spacing as a CSS shorthand, e.g. '24px 28px 26px 36px'.

Preferred side of the target. Default 'auto', which picks the side with the most room.

Viewport [x, y] of the target — the same as x plus y, as one pair.

One knob for the whole box: multiplies every default — width, padding, corner radius, font sizes, number badge. 1.6 to 2.0 makes a callout readable in a portrait phone video, 0.6 gives the compact card of a desktop screenshot. Default 1.

'spotlight': which step is the current one, starting at 1.

'spotlight': number of dots in the step bar.

Visual style. Default 'card'.

Small tinted chip under the text ('glass'), e.g. the macro or shortcut behind the command.

CSS selector of the control to point at, e.g. '.id-viewmode' — resolved inside the widget first.

Body text. Inline HTML such as <b> is allowed.

Body text color. The headline and the close cross follow it unless titleColor is set.

Headline of the callout. Inline HTML is allowed.

Headline color, when it should differ from textColor.

Headline size in pixels. Style default for 'card' is 28.

Box width in pixels. Default depends on the style.

Viewport x of the target, when it is neither a control nor a node.

Viewport y of the target.

Show documentation callout

Shows a still image full screen over the whole app, with an optional slow Ken Burns move. Built for tutorial recordings that have to show material the app cannot draw itself — a settings dialog of another program, a config file, a web page — without cutting a second source into the recording afterwards; and for showing an image from the attachment repository during a guided tour. The overlay sits above everything the app draws but below callouts, so kbb_show_callout still annotates on top of it. Only one overlay exists at a time: showing another image cross-fades to it. Images only — video is deliberately not supported. The call returns as soon as the image is fully visible; the Ken Burns move keeps running after that, so pick kenDuration to match how long the image stays on screen.

What to do. Default 'show'.

Color behind the image, any CSS color. Default '#000000'.

Fade in/out and cross-fade duration in ms. Default 240.

'contain' shows the whole image and letterboxes it, 'cover' fills the frame and crops. Default 'contain'.

Overlay id, reported back in status. Generated when omitted.

Ken Burns preset. The direction names where the visible section travels. Default 'in' — a slow 6 % zoom in. Use 'none' for a dead still.

Length of the move in ms. Default 8000. Set it to the beat length so the move ends with the beat.

CSS timing function of the move. Default 'linear' — anything else reads as a camera stutter.

Own start state, overrides the preset.

Horizontal offset at the start, percent of the image width.

Vertical offset at the start, percent of the image height.

Scale at the start, 1 = fit.

Own end state, overrides the preset.

Horizontal offset at the end, percent.

Vertical offset at the end, percent.

Scale at the end.

Repository record to show, from kbb_get_attachments. Must be an image.

Repository record by name — exact match first, then the first one containing it.

Image address. Anything the browser can load, e.g. 'stills/S4.png' next to the app.

Show still image overlay

Controls the slide-in explanatory text panel (.kbb-screenplay-text-panel) for video commentary.

Action to perform on the panel.

HTML content for 'show' or 'append'.

Control tutorial text overlay panel

Checks whether a KBB instance is connected and paired. Returns the pairing code if not paired yet, which the user must enter in the app. Call this tool first on any NOT_CONNECTED or PERMISSION_DENIED error.

Connection status

Opens or closes one of the side galleries through the app's own widget, so the sidebar strip, the panel group, and the diagram viewport follow along. "sidebar" pins or unpins the sidebar itself. Pass "section" to reach a collapsible section INSIDE a gallery — opening the gallery does not open the sections in it, and most controls a manual points at live in one of them. With a section given the gallery is opened first and "state" then applies to the section.

Panel to control. "tools" holds the whiteboard list, the Kanban sections, presentation and learning mode.

sidebar textnote attachments categories search viewmode format editmode navigation help knowledgebase tools

Collapsible section inside that gallery, by its class name — e.g. 'id-editmode-undo' for the undo list, 'id-tools-agent' for the AI control section, 'id-viewmode-labels' for the label switches. The section must belong to the given panel.

id-editmode-undo id-editmode-redo id-editmode-item id-editmode-item-template id-editmode-relation id-editmode-relation-template id-insert id-import-export id-format-diagram id-format-diagram-item id-format-diagram-relation id-viewmode-bookmarks id-viewmode-window id-viewmode-diagram id-viewmode-labels id-viewmode-visible-diagram-section id-viewmode-itemcategoryfilter id-viewmode-relationcategoryfilter id-navigation-browse id-navigation-last-viewed id-tools-agent id-tools-whiteboards id-tools-kanban id-tools-kanban-columns id-tools-kanban-lanes id-help-assistant

Desired state. Default 'toggle'.

Toggle UI side panel

Undoes or redoes the latest steps. Each tool call through this bridge forms exactly one undo step. Instead of counting steps you can name one with toLabel — everything up to and including that entry is taken back. Read the list with kbb_get_undo_history first.

Direction. Default "undo".

Number of steps. Default 1.

Undo (or redo) up to and including the entry with this label, as it stands in kbb_get_undo_history. Wins over 'steps'. The newest match counts; an unknown label is an error, nothing is taken back.

Undo / Redo

Renames a category/template and/or changes its style. Renaming always works; changing the style requires at least one element of that template to be currently drawn — navigate there with kbb_focus_node first.

Category ID from kbb_get_categories.

New hex background color.

Report what would happen without making any changes.

New icon index.

New category name.

New shape name.

New hex text color.

Template type. Default 'item'.

Label for the undo group. Default: 'AI: <ToolName>'.

Update category / template

Updates fields of an existing node. Fields that are omitted remain unchanged.

New category/item template.

New short description (tooltip).

Item ID of the node to update.

New node name.

New HTML note content.

New tag labels.

New link URL.

Update node

Changes an existing connection: label, reverse label, the 'as table' switch for each direction, description, category and tags. Omitted fields stay as they are. 'As table' turns the connection from a branching line into a row of a small table inside the item — the way an attribute such as a year of birth is shown; whether such connections are ALSO drawn as lines is the 'tableRelations' switch of kbb_set_view_options. Colours and line shape are kbb_set_style; to create a connection use kbb_link, to remove one kbb_delete.

Show the forward direction as a table row inside the item instead of a line.

The same for the reverse direction.

Label in the reverse direction.

Relation template/category. Created automatically if it does not exist.

Description of the connection.

Label in the forward direction.

Connection ID, from kbb_get_neighborhood.

Tag labels.

Edit connection

Blocks until the user interacts in the app or until timeout expires. Enables reacting to user selections instead of polling.

Only wait for these event types, e.g. ["node_selected"].

Default 30.

Wait for event


ask-gemini

Ask Gemini

Send a prompt to Gemini CLI (defaults to gemini-3.1-pro-preview with automatic Flash fallback on quota errors). Use for code review, second opinions, analysis, and AI-to-AI collaboration. Do not override the model parameter unless the user explicitly asks. Returns both human-readable text and a structured response (provider, model, sessionId, usage) via outputSchema.

DO NOT set this parameter. The tool automatically uses gemini-3.1-pro-preview and falls back to gemini-3.6-flash on quota errors. Only set this if the user explicitly requests a specific model.

The question, code review request, or analysis task to send to Gemini CLI. Use @ syntax to include files (e.g., '@largefile.js explain this')

Optional Gemini session ID to resume a prior conversation. Use the [Session ID: ...] value from a previous response to continue the same chat with full prior context.

gemini codex claude grok ollama antigravity

ask-gemini-edit

Ask Gemini (Edit Mode)

Send a code edit request to Gemini CLI and get structured OLD/NEW edit blocks back. Gemini analyzes the files and returns precise, applicable code changes. Use this when you want Gemini to suggest specific code modifications rather than just analysis.

Additional directories to include in Gemini's context. Must be relative paths (e.g., 'packages/api'). Useful for monorepos.

Describe the code changes you want. Reference files with @ syntax (e.g., '@src/app.ts refactor the error handling'). Gemini will return structured OLD/NEW edit blocks that can be applied directly.

fetch-chunk

Fetch Chunk

Retrieves cached chunks from a changeMode response. Use this to get subsequent chunks after receiving a partial changeMode response.

The cache key provided in the initial changeMode response

Which chunk to retrieve (1-based index)

get-usage-stats

Get Usage Stats

Get the current MCP server's session usage stats: total LLM calls, token totals (input/output/thinking/cached), wall time, and breakdowns per provider and per model. No data leaves your machine — counts are tracked in-memory for the lifetime of the server process. Returns both human-readable markdown and a structured JSON snapshot via outputSchema.

calls inputTokens outputTokens cachedTokens thinkingTokens durationMs fellBack

totalCalls totalInputTokens totalOutputTokens totalCachedTokens totalThinkingTokens totalDurationMs fallbackCount byProvider byModel

ping

Ping

Test connectivity with the MCP server

A message to echo back to test the connection