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Version: 0.5.0

Your First Commands

Let's walk through some practical examples to show what ClaudusBridge can do — using the auto-generated cb ergonomic CLI helper at Saved/ClaudusBridge/cb.py.

For agents driving the editor, prefer cb over raw curl + JSON-RPC. It collapses the envelope-and-unwrap boilerplate into single-line commands. See The cb Helper CLI for the full reference.

# Convenience alias for the rest of this page
CB='python "<YOUR_PROJECT>/Saved/ClaudusBridge/cb.py"'

1. Explore Your Project

Start by asking your AI client to explore what's in your project:

"List all actors in the current level"

"Show me the Blueprints in this project"

"What materials are available?"

Or run the read-only commands directly with cb:

eval "$CB call get_current_map"
eval "$CB call list_actors '{}'"
eval "$CB call list_blueprints '{}'"
eval "$CB call list_materials '{}'"

These commands help you understand your project without making changes.


2. Read the accumulated knowledge first

Before any non-trivial editor work, check what previous sessions already learned about this project / engine version:

eval "$CB topics"                        # see what's been recorded
eval "$CB recall framing" # camera poses that work
eval "$CB recall gotchas" # tools that no-op silently
eval "$CB recall ue5_controls" # graph editor scroll/pan/F shortcuts
eval "$CB search fly_to_actor" # full-text search by keyword

The memory system is shared across all agents on this machine. See Memory System for the full pattern. Recording a learning later is just cb remember <topic> "<summary>" --kind <kind> --tags <tags> --body "<details>".


3. Spawn an Actor

"Spawn a red cube at world (100, 100, 200)"

eval "$CB spawn Cube label=MyCube location=[100,100,200] color=red"

cb spawn parses k=v with JSON-first (so location=[100,100,200] is a real array), then numbers, then bare strings. Color names auto-expand to UE rgba strings (red(R=1.0,G=0.1,B=0.1,A=1)).

You'll see the cube appear in your viewport instantly. To verify visually, capture and look:

eval "$CB call set_realtime_mode '{\"enabled\":true}'"
eval "$CB capture --frame MyCube --view lit C:/tmp/cube.png"
# Then read C:/tmp/cube.png with your AI client's multimodal vision

This is the iterative dialogue pattern — make a change, look at it, decide next step.


4. Verify a tool call iteratively

If you have a watcher sub-agent running, cb verify collapses the verification round-trip into one command:

eval "$CB verify \"spawn red cube at (100,100,200)\" \
\"a red cube visible at the requested location\" \
--frame MyCube --view lit"

Internally it drains primary's queue, publishes verification.needed, block-polls for verification.confirmed/verification.rejected, and prints the watcher's plain-text observation. Exit code 0 on confirmed, 2 on rejected, 1 on timeout.

See Iterative Dialogue Pattern for when to spawn the watcher vs when to capture directly with cb capture.


5. Modify a Blueprint

"Open BP_MyActor and add a BeginPlay event that prints 'Hello from AI!'"

The AI will:

  1. read_blueprint — Inspect the Blueprint structure
  2. analyze_graph — Check for existing nodes
  3. add_event_node — Add ReceiveBeginPlay (if not present)
  4. add_node (Print) — Add a PrintString node
  5. connect_pins — Wire BeginPlay to PrintString
  6. compile_blueprint — Compile and validate
  7. open_asset_editor + capture — Visually confirm the graph is wired correctly with no disabled-event warnings (per EYES MANDATORY)

Skipping step 7 produces blueprint that compiles cleanly but has events disabled or pins unwired — the kind of silent failure structural verification can't catch.


6. Create a Material

"Create a red metallic material called M_RedMetal with roughness 0.2"

The AI will:

  1. create_material — Create the base material
  2. create_material_expression — Add VectorParameter for color
  3. create_material_expression — Add ScalarParameter for roughness and metallic
  4. connect_material_expressions — Wire to Base Color, Roughness, Metallic
  5. recompile_material — Compile the material
  6. open_asset_editor + capture — Verify the preview sphere actually renders red and metallic
Apply button quirk

Material edits do NOT auto-apply to the preview sphere even after recompile_material returns success. Click the Apply button in the material editor toolbar (around screen-px 240, 64) to push the new shader to the preview. If your post-recompile capture shows the old preview, this is why.


7. Take a Screenshot

"Take a screenshot of the current viewport"

For an agent's own visual ground truth, cb capture is the fastest path:

eval "$CB capture C:/tmp/shot.png --frame BP_Boat --view lit"

Or use the editor-side take_screenshot MCP tool if you want NNE Vision structured analysis. See the AI Vision guide for the structured-perception alternatives that skip pixel I/O entirely.


8. Use Undo/Redo

"Undo the last change"

All ClaudusBridge operations integrate with UE's undo system. You can also use begin_transaction / end_transaction to group multiple operations into a single undo step:

eval "$CB call begin_transaction '{\"name\":\"Build menu widget\"}'"
# ... lots of MCP tool calls ...
eval "$CB call end_transaction"
# One Ctrl+Z reverts the whole batch

9. Record what you learned

Whenever you discover something non-obvious — a parameter shape that the schema didn't make obvious, a camera pose that frames a scene well, a tool that takes a different param name than its sibling — record it. The next agent (yours or another user's) walks in better-equipped.

eval "$CB --from claude-code remember framing \
\"3/4 isometric pose at (-700,-700,550) pitch=-22 yaw=50 frames a centered scene well\" \
--kind pattern --tags camera,iso,framing \
--body \"Sun comes from upper right; shadows fall lower-left for good form definition.\""

The memory store is shared across all agents on this machine. See Memory System.


Tips for Effective AI Commands

TipExample
Be specific"Spawn a cube at (100, 200, 50)" instead of "add something"
Name your assets"Create material M_GlowBlue" instead of "create a material"
Ask to inspect first"Read the Blueprint BP_Player before making changes"
Verify visually after each meaningful change"After adding the button, capture the UMG editor and confirm the button is visible"
Use undo transactions"Group the next operations as a single undo step"
Compile after changes"Compile the Blueprint when done"
Record gotchas you hit"If a tool's param shape is non-obvious, record it via cb remember"

What's Next?