Tool Categories
Tool Categories
V1 Documentation - Under Heavy Rework. Some sections may be incomplete. For the latest info, check the FAB listing or Discord.
The AI has access to 56 tool categories covering nearly every system in Unreal Engine. Here is an overview of each.
Blueprint & Code
| Category | What It Does |
|---|---|
| Blueprint | Create, compile, add variables/functions/components/macros/interfaces, reparent, implement interfaces |
| Blueprint Graph | Build node graphs from scratch: place nodes, wire connections, set defaults, arrange layout |
| Animation | BlendSpaces, Montages, Composites, Aim Offsets, AnimBP state machines, transitions, AnimGraph chains, IK, virtual bones, motion warping |
| Behavior Tree | Create BTs, blackboards, composites, tasks, services, decorators, auto-layout |
| State Tree | States, transitions, tasks, evaluators, conditions, property binding, schemas |
| GAS | Gameplay Ability System: attribute sets, abilities, effects, cues, modifiers, stacking, cooldowns |
| Widget | UMG widget creation, full layouts from JSON, property editing, animations, slot configuration |
| Input System | Enhanced Input: InputActions, InputMappingContexts, key bindings, triggers, modifiers |
| Data | Structs, Enums, DataTables (CSV import/export), String Tables, Data Assets |
| Gameplay Tags | Add, get, remove, bulk operations |
Visual & Audio
| Category | What It Does |
|---|---|
| Material | Create materials, instances, functions, parameter collections. Full graph editing: add/connect/delete/move nodes |
| Niagara | Create systems/emitters, add modules, configure renderers, parameters, distribution curves, event handlers |
| MetaSound | Create MetaSounds, add nodes/inputs/outputs, connect, set defaults |
| Audio | Sound cues, attenuation, classes, mixes, submixes, concurrency, dialogue, control buses, Quartz clocks |
| Environment | Sky light, fog, atmosphere, volumetric clouds, post-process, water bodies, directional lights, runtime virtual textures |
| Post Process | Post-process volumes, properties, blendables, material parameter collections |
| Render | Lumen, Nanite, ray tracing, global illumination, shadow quality, anti-aliasing, screen percentage |
| Curve | Float/vector/color curves, curve tables, interpolation, tangents |
World & Level
| Category | What It Does |
|---|---|
| Level Actor | Spawn/delete/duplicate/transform actors, physics, visibility, tags, replication, World Partition, HLODs, data layers |
| PCG | Procedural Content Generation: graphs, nodes, connections, mesh spawners, transform randomizers, generation |
| Landscape | Create landscapes with presets, materials, LOD, heightmap export |
| Spline | Spline actors/components, points, tangents, spline meshes, scatter along spline |
| Foliage | Foliage types, painting, density, procedural spawners |
| Water | Water bodies (river, lake, ocean), wave settings, materials |
| Level Streaming | Streaming levels, volumes, visibility |
| Level Snapshot | Take/restore/compare snapshots, selective actor restore |
Animation & Motion
| Category | What It Does |
|---|---|
| Control Rig | Create rigs, controls, VM nodes, two-bone IK, pin wiring, logic building |
| IK Retarget | IK rigs, solvers, goals, retarget chains, chain mapping, retarget poses |
| Pose Search | Motion matching: schemas, channels, databases, normalization sets |
| Chooser | Chooser tables: columns, rows, output types, fallbacks, context data |
AI & Gameplay
| Category | What It Does |
|---|---|
| NavMesh AI | Nav mesh volumes, config, rebuild, AI perception (sight, hearing), smart objects |
| EQS | Environment Query System: queries, generators, tests, scoring |
| Mass Entity | Entity configs, traits, spawners, agent components |
Sequencer & Cinematics
| Category | What It Does |
|---|---|
| Sequencer | Level sequences, actor bindings, camera rigs (rail, crane), all track types, MRQ rendering pipeline |
Assets & Import
| Category | What It Does |
|---|---|
| Asset Management | Find, move, duplicate, rename, delete assets. Import textures, meshes, skeletal meshes, sounds, animations |
| Mesh | Static/skeletal mesh properties, sockets, morph targets, cloth, LODs, 3D model generation |
| Component | Collision, mobility, shadows, replication, transform, camera, audio component configuration |
Vehicles & Characters
| Category | What It Does |
|---|---|
| Vehicle | Vehicle blueprints, wheels, engine/transmission/suspension/steering config |
| Mover | Mover character setup, settings, stances, movement modes |
Specialized
| Category | What It Does |
|---|---|
| Geometry Script | Dynamic meshes, primitives (box/sphere/cylinder/cone), booleans, bake to static mesh |
| Groom | Hair/fur: LOD, bindings, physics, rendering, materials |
| Common UI | CommonUI buttons, activatable widgets, text styles, input action tables |
| Live Link | Sources, subjects, presets, frame data |
| Media | Media players, file/stream sources, textures, playback |
Developer Tools
| Category | What It Does |
|---|---|
| Editor Utility | Utility widgets/BPs, console commands, screenshots, save assets, batch rename, project settings, validation |
| C++ Tools | Read, write, edit C++ files, compile project, Python execution, engine source search |
| Git Tools | Status, log, commit, diff, revert, branch, stash |
| Play Test | PIE control, state queries, input simulation, profiling, trace analysis |
| Search | Web search (Brave) and factual Q&A for research |
Project Management
| Category | What It Does |
|---|---|
| Project Viz | Dependency graphs, inheritance trees, project dashboard |
| Project Plan | Create, update, track multi-step plans |
| Memory | Persistent AI memory across sessions (design, technical, narrative categories) |