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Version: 2.0.0

Building Blueprints with the Agent

The Blueprint toolsets let the agent author Blueprint classes end to end: create the asset, add variables, components, functions and event graphs, set defaults, and compile. This turns "I need an actor that does X" into a working, compiled Blueprint without you touching the graph editor.

What the agent can do​

  • Create Blueprint classes from a parent class (Actor, Pawn, ActorComponent, UserWidget, etc.) at a content path.
  • Add components (mesh, collision, light, custom) and configure their properties.
  • Add variables with a type, category, default value, and exposure flags.
  • Add functions and events, wire up nodes, and set default values on the class.
  • Compile and save so the class is ready to place or reference.

These tools are reflected from the engine, so names follow the Verb+Noun convention (create / add / set / compile). Use describe_toolset on the Blueprint toolset for the exact signatures in your engine build.

Typical workflows​

Create a simple actor Blueprint​

"Create a Blueprint called BP_Pickup based on Actor in /Game/Blueprints. Give it a StaticMesh component using SM_Sphere, a float variable Value defaulting to 10, and a bool bConsumed. Compile it."

The agent creates the asset, adds the component and mesh, adds the two variables with defaults, then compiles — you get a placeable, compiled BP_Pickup.

Extend an existing Blueprint​

"Open BP_Pickup and add an integer variable Tier exposed on spawn, then recompile."

The agent adds the variable, sets its exposure flag, and recompiles in place.

Wire behavior​

For graph logic, describe the behavior and let the agent add the event/function nodes:

"On BeginPlay, log Value and hide the mesh if bConsumed is true."

Tips​

  • Pick the right parent class. Tell the agent the base class explicitly (Actor, Pawn, ActorComponent, UserWidget) — it changes which components and overrides are valid.
  • Always compile. Adding members marks the Blueprint dirty; the agent should compile (and save) before you place or reference it. Ask it to "compile and save" to be safe.
  • Reuse, don't duplicate. The agent can call the Asset toolset's FindAssets to check whether a similar Blueprint already exists before creating a new one.
  • Variable types use Unreal type names. Float, Boolean, Integer, Vector, plus object/struct references by path. The agent will translate plain-language types, but being explicit avoids ambiguity.

Discover the actual signature​

Use list_toolsets, then describe the relevant fully qualified toolset. Replace the placeholder below with a name returned by that catalog:

{"jsonrpc":"2.0","id":1,"method":"tools/call","params":{"name":"describe_toolset","arguments":{"toolset_name":"<name returned by list_toolsets>"}}}

Call the selected tool using toolset_name, tool_name and arguments, as shown in the tools reference. Engine-backed authoring can use the hidden backend where supported; preview, viewport and interactive actions require their editor context. Compile and save explicitly, then verify the relevant runtime result.