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:
read_blueprint— Inspect the Blueprint structureanalyze_graph— Check for existing nodesadd_event_node— Add ReceiveBeginPlay (if not present)add_node(Print) — Add a PrintString nodeconnect_pins— Wire BeginPlay to PrintStringcompile_blueprint— Compile and validateopen_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:
create_material— Create the base materialcreate_material_expression— Add VectorParameter for colorcreate_material_expression— Add ScalarParameter for roughness and metallicconnect_material_expressions— Wire to Base Color, Roughness, Metallicrecompile_material— Compile the materialopen_asset_editor+ capture — Verify the preview sphere actually renders red and metallic
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
| Tip | Example |
|---|---|
| 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?
- The cb Helper CLI — full subcommand reference
- EYES MANDATORY — the foundational rule for any editor work
- Iterative Dialogue Pattern — how to talk to the watcher while you work
- Memory System — record learnings; read accumulated knowledge
- Multi-Agent Coordination — per-session events, agent bus, watcher patterns
- Tools Reference — Browse all 493+ available tools
- Blueprint Guide — Deep dive into Blueprint manipulation
- Material Guide — Advanced material creation workflows