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Version: 0.6.3 · Archived

Neural Cortex Architecture

The Neural Cortex Architecture organizes all 567+ tools as interconnected neurons within cortex regions. Originally introduced in v0.4.0, extended in v0.5.0 with multi-agent coordination, and grown again in v0.6.x with the dedicated Cognition region (workflow templates, multi-agent workflows, task plans, observations, project intelligence, native skill/tool authoring), the cortex enables native AI communication where perception, navigation, creation, modification, inspection, building, scene management, blueprints, media, engineering, evaluation, and cognition all work together seamlessly.


How It Works​

Instead of calling individual tools in isolation, the Neural Cortex organizes tools into regions that communicate with each other:

AI Client (Claude Code, Codex CLI, Cursor, Windsurf, ...)
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v
Neural Cortex (CBNeuralCortex.cpp)
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+-- ai_brain_map -> Discovery (lists every region + every action)
+-- ai_perceive -> Structured perception snapshot
+-- ai_navigate -> Smooth movement, never teleport
+-- ai_create -> Spawn / create anything
+-- ai_modify -> Edit transforms, properties, components
+-- ai_inspect -> Query / inspect anything
+-- ai_build -> Compile, validate, build, save
+-- ai_scene -> Levels, landscape, source control, gameplay
+-- ai_blueprint -> Blueprint graphs, BTs, BlueprintLisp
+-- ai_media -> Audio, animation, sequencer, niagara, metasound
+-- ai_engineer -> Construction workflows (survey/place/verify/audit)
+-- ai_evaluate -> Orbital inspection waypoints
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v
40+ Manager Classes -> UE5 Editor API

Each region handles a domain of intelligence:

RegionPurposeSample Actions
ai_brain_mapDiscovery — lists every region and every action it accepts(no params)
ai_perceiveSee and understand the scene in one callcamera, outliner, proximity, collision, look_at
ai_navigateMove through the editor smoothlyabsolute, relative, look_at_actor
ai_createBuild and spawn anythingactor, basic_shape, material, mesh, widget, niagara_system, level_sequence...
ai_modifyEdit transforms, properties, componentstransform, property, attach, mi_scalar, niagara_param, widget_property...
ai_inspectQuery and inspect anythingactors, find_actors, blueprint, graph, runtime_actors, perf, output_log...
ai_buildCompile, validate, build, savecompile, validate, build_all, full_build, save_all, livecoding...
ai_sceneLevels, landscape, source control, gameplaycreate_level, sublevels, foliage, source_control, gameplay_tags, nav_path...
ai_blueprintBlueprint graphs, BTs, BlueprintLispadd_node, connect, create_function, lisp_to_bp, bt_modify_key...
ai_mediaAudio, animation, sequencer, niagara, metasoundplay_sound, anim_notifies, play_sequence, niagara_params, preview_metasound...
ai_engineerConstruction workflowssurvey, place, verify, audit, demolish, clear
ai_evaluateOrbital inspection waypointscalculates a tour around a target for multi-angle review

Perception Region​

ClaudusBridge 0.5.0 splits perception into visual (the WebRTC /preview stream, observed by the watcher sub-agent) and structured (engine data without pixels). The MCP server no longer generates PNG frame-view files for agent sight — /preview is the canonical realtime view, and structured perception tools return scene metadata directly as JSON.

Visual Perception — /preview stream​

The agent (or its watcher sub-agent) opens http://localhost:3000/preview?bare=1 in a browser tab controlled via Claude in Chrome (or any equivalent browser-automation MCP). Pixel Streaming 2 establishes the WebRTC peer connection automatically (AutoConnect=true&AutoPlayVideo=true) so no user gesture is required.

/preview?bare=1 strips all chrome (header, padding, frame border, HUD chips) so the iframe fills 100vw × 100vh and the stream renders at native resolution.

Structured Perception (ai_perceive)​

Combines everything in one call:

curl -X POST http://localhost:3000/mcp \
-d '{"jsonrpc":"2.0","id":1,"method":"tools/call","params":{
"name":"ai_perceive","arguments":{}}}'

Returns: camera state, look_at target, full outliner, proximity sphere, collision sphere, ground trace, visible actors, and change detection.

Engine Data Stream (ai_vision_stream)​

Lightweight engine data — camera transform, visible actors, proximity objects — without pixel capture. Used for continuous tracking between visual snapshots.

Pixel-free Vision (get_vision, scan_360, proximity_alert)​

Real-time viewport vision via screen-space raycasting (no screenshots, no images, microsecond-class latency):

  • get_vision — Builds a depth map with actor identification per region, gap analysis, navigation suggestion, motion detection, blob detection, texture classification.
  • scan_360 — 360-degree peripheral scan: 36 rays at 10° intervals, returns distance per direction, blocked status, open directions, escape routes.
  • proximity_alert — 26 rays in a sphere, returns threat_level (safe/alert/DANGER/CRITICAL), per-actor distance, and an evasion vector with ready-to-use navigate() parameters.

Cognitive Map (get_cognitive_map)​

Top-down 2D map built from accumulated get_vision() calls. Each cell stores height, surface type, actor label, exploration status. Supports ASCII-art visualization or structured grid output.


All navigation uses smooth movement — never teleportation. This ensures professional workflow quality.

ToolUse Case
ai_navigateSmooth camera movement with absolute, relative, or look_at_actor modes
move_cameraWASD-style relative movement (forward/right/up)
orbit_cameraOrbit around a target point or actor
focus_viewport_on_actorCenter camera on a named actor
  1. Perceive current position
  2. Calculate destination
  3. Move smoothly (never teleport)
  4. Perceive again to verify arrival
  5. Adjust if needed

Creation Region​

Routes creation requests to the appropriate manager based on what's being created:

  • Actors -> CBActorManager
  • Materials -> CBMaterialManager
  • Blueprints -> CBBlueprintManager
  • Widgets -> CBWidgetManager
  • Meshes -> CBMeshManager

Engineering Region​

The engineering system provides construction workflow tools:

ActionDescription
surveyInspect terrain before building
placePlace a piece with validation (door width, stair rise, bounds)
verifyNavigate to and inspect a placed piece
auditStructural audit: errors, warnings, piece inventory
demolishRemove a specific piece by label
clearRemove all pieces matching a prefix

Engineering Workflow​

1. survey    -> Understand the terrain
2. place -> Put down a piece (cimiento, pilar, muro, ventana...)
3. verify -> Move to inspect it visually
4. audit -> Check structural integrity
5. Repeat -> Until construction is complete

Inter-Region Communication​

Regions share context. When the Engineering region places a piece, the Perception region automatically knows about the new actor. When Navigation moves the camera, Perception updates its spatial awareness.

This eliminates the need for manual state management — the cortex handles coordination internally.


Cortex + Multi-Agent Bus (0.5.0)​

Cortex regions and the agent bus compose naturally. A specialist agent subscribed to agent_message on channel delegate.material can be a dedicated material specialist that calls ai_modify { action: "mi_scalar", ... } and ai_build { action: "compile" } while the primary agent stays focused on the user's request. The watcher sub-agent observes the visual result via /preview?bare=1 and confirms or rejects by publishing on verification.confirmed or verification.rejected. See Multi-Agent Coordination for full patterns.


Extending the Cortex​

To add a new region:

  1. Define the region handler in CBNeuralCortex.cpp
  2. Wire it in DispatchRegion()
  3. Register the cortex tool in ClaudusBridgeModule.cpp

The architecture is designed to grow — new regions can be added as the plugin evolves. Existing regions are also extensible: add new actions to a region's switch statement, register them in the schema, and they appear in the next ai_brain_map discovery call.