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Version: 0.5.0

Tools Reference — Overview

ClaudusBridge exposes 493+ tools organized into 47+ categories. Each tool is a callable MCP function that executes an action in the Unreal Editor.

The live count is read at runtime from Router::GetTotalToolCount() and threaded through every generated artifact (this docs page, the in-editor dashboard, the auto-generated Saved/ClaudusBridge/CLAUDE.md, the /health endpoint, the JSON-RPC serverInfo). When the plugin is updated, every count stays in sync automatically — there are no hardcoded magic numbers to drift.


Categories at a Glance

CategoryToolsDescription
Blueprint Nodes18Add, delete, configure, batch edit, auto-layout graph nodes
Pin Connections3Connect, disconnect, disconnect all pins
Events2Standard events (BeginPlay, Tick) and custom events
Variables3Create, delete, set properties on Blueprint variables
Functions5Create, delete, rename functions; add inputs/outputs
Inspection7Read Blueprints, analyze graphs, compile, describe, reparent
Actors23Spawn, delete, transform, properties, components, line trace, attach
Assets17Find, duplicate, rename, delete, import, export assets
Materials30Create materials, expressions, instances; connect, recompile
Editor48Viewport, PIE, capture_editor_window, console, navigation, vision, cognitive map, scan_360, proximity_alert
World9Levels, lights, physics, gravity
Validation5Validate Blueprints, search across BPs, find unused vars
Behavior Trees9Create, inspect, modify AI behavior trees and blackboards
Input6Enhanced Input actions, mapping contexts, key bindings
Utilities10Output log, Python exec, undo/redo, transactions, shader paths
Snapshots4Create, restore, list, delete backup snapshots
Data Types6Create structs, enums; add fields/entries
Animation10Sequences, notifies, curves, bones, montages, blend spaces
AnimGraph1Add AnimGraph nodes (BlendSpacePlayer, SequencePlayer)
Mesh12Static/skeletal mesh info, Nanite, collision, LODs, materials
Audio8List sounds, play/stop, spawn audio components
Widgets29Create UMG widgets, palette, layout, anchors, style, reflector, events
Sequencer12Level sequences, bindings, tracks, keyframes, playback
Gameplay8Gameplay tags, navigation mesh, pathfinding
Physics8Physics assets, collision, mass, forces, impulses
Level10Sublevels, streaming, build all, save, dirty packages
Source Control8Status, checkout, checkin, revert, history
Landscape11Terrain info, layers, foliage, heightmap, resolution
Media6Media players, playback control, state
Processes7Launch servers/clients, multiplayer PIE, process management
Build3full_build, clean_plugin, get_build_status
Runtime Inspector5Inspect actors and components during PIE gameplay
Performance3FPS snapshots, continuous monitoring
Test Runner4Automated PIE testing with condition checks
Niagara30Particle systems, emitters, modules, renderers, parameters
MetaSound15Procedural audio nodes, connections, preview
DataTable4Schema, rows, add/delete entries
MVVM8ViewModel bindings for UMG widgets
Procedural Mesh38Create geometry, booleans, extrude, sculpt, fracture, displace
Widget Tree5Wrap, unwrap, reparent, slot properties, compile
Asset Import9Import textures, FBX; export; set properties
BlueprintLisp4Text-based Blueprint authoring language
Editor Events4poll_editor_events, subscribe_events, publish_agent_event, record_feedback
Memory5memory_remember, memory_recall, memory_topics, memory_search, memory_consolidate
Components4Static mesh, physics, transform properties on BP components
Widget2add_child_widget, remove_widget_from_tree
Neural Cortex12ai_perceive, ai_navigate, ai_create, ai_modify, ai_inspect, ai_build, ai_scene, ai_blueprint, ai_media, ai_engineer, ai_evaluate, ai_brain_map
AI Vision7ai_vision, ai_vision_stream, ai_vision_identify, NNE GPU inference

What's New in 0.5.0

Editor Events Category (4 tools)

The single most impactful additions for AI-agent ergonomics:

  • poll_editor_events — Drain YOUR session's event queue. Replaces busy-polling state with list_actors / describe_view / etc.
  • subscribe_events — Tell the editor which event types YOUR session wants. Subscriptions act as a filter at insert time, so you only ever see events you asked for. Pass ["all"] to see everything.
  • publish_agent_event — Agent-to-agent messaging primitive. Channel-based broadcast or targeted delivery on the same per-session queue.
  • record_feedback — Persist a plugin-improvement signal to Saved/ClaudusBridge/feedback.jsonl and broadcast it on the agent_message bus on channel feedback.<kind>. The canonical source of plugin self-improvement signal.

Together, these enable multi-agent swarm patterns (watcher, specialist, pair-programming, recorder, sentinel) and close the verification gap between "tool returned success" and "the visual reality matches the intent". See Multi-Agent Coordination for patterns.

Memory Category (5 tools, new)

The persistent shared knowledge base that lets every agent (Claude Code, Codex CLI, Cursor, Windsurf, …) accumulate and read tribal knowledge across sessions:

  • memory_remember — Append a learning to Saved/ClaudusBridge/memory/<topic>.md and _log.jsonl. Topic names auto-normalize (lowercase, whitespace → underscores). Most-recent entry first within each file.
  • memory_recall — Return the markdown content of a topic file, or _index.md if no topic given.
  • memory_topics — List every topic with entry count, byte size, last-modified.
  • memory_search — Full-text substring search across all topic files (case-insensitive), returns snippets around hits.
  • memory_consolidate — Regenerate _index.md from current topic files.

Use the cb helper to access these as single-line subcommands: cb remember, cb recall, cb topics, cb search, cb learn. See Memory System.

Pixel Streaming Status

A single-source-of-truth tool every agent should call before any /preview capture:

  • pixel_streaming_status — Returns {module_loaded, signalling_running, streaming_started, ready, viewer_url, viewer_port, streamer_port, preview_url, preview_bare_url, hint}. Wait for ready: true before capturing to avoid the "Preparing stream / Booting Pixel Streaming" boot overlay.

The cb helper exposes this as cb stream.

13 Editor Event Types

Event typeFires when
selection_changedSelected actor(s) changed in editor
actor_spawnedNew actor placed in the level
actor_deletedActor removed from the level
level_changedMap / sublevel opened or closed
asset_savedAny package saved to disk
asset_importedNew asset finished importing
asset_added / asset_removed / asset_renamedContent Browser registry change
blueprint_compiledBlueprint just finished compiling
pie_started / pie_stoppedPlay-In-Editor lifecycle
camera_changedEditor camera moved (debounced)
agent_messageCustom message published via publish_agent_event

Multi-Viewer / Auto-Connect WebRTC

/preview passes AutoConnect=true&AutoPlayVideo=true&StartVideoMuted=true&HoveringMouse=true to the embedded Pixel Streaming 2 viewer. The peer connection establishes on page load with no user gesture. PS2's signaling default MaxPlayerCount=-1 allows multiple humans/agents to view the same editor concurrently.

/preview?bare=1 strips all chrome (header, padding, frame border, HUD chips) so the iframe fills 100vw × 100vh and the stream renders at native browser-viewport resolution — ideal for visual watcher sub-agents.


How to Discover Tools

From Your AI Client

Ask: "What tools are available for materials?" — The AI will call tools/list and filter relevant tools.

From the Dashboard

Click Managers (47) in the ClaudusBridge panel to see all categories with their tool counts.

Programmatically

The auto-generated cb helper script is the preferred path (no JSON-RPC envelope or python -c unwrap):

python Saved/ClaudusBridge/cb.py topics            # memory topics
python Saved/ClaudusBridge/cb.py call get_current_map
python Saved/ClaudusBridge/cb.py spawn Cube label=Foo location=[0,0,200] color=red

See The cb Helper CLI for the full subcommand reference.

For raw tools/list, use curl:

curl -X POST http://localhost:3000/mcp \
-H "Content-Type: application/json" \
-d '{"jsonrpc":"2.0","id":1,"method":"tools/list","params":{}}'

ClaudusBridge Guide Tool

Call ClaudusBridge_guide to get a categorized reference of all tools with descriptions.

Auto-Generated CLAUDE.md

Every MCP initialize regenerates Saved/ClaudusBridge/CLAUDE.md with the full tool reference, organized by category, and threaded with the live tool count from Router::GetTotalToolCount(). Use it as the offline canonical source.


Tool Naming Convention

Tools follow a consistent naming pattern:

PatternExamples
list_*list_actors, list_materials, list_blueprints
get_*get_actor_details, get_material_graph
set_*set_actor_property, set_light_properties
create_*create_material, create_variable
delete_*delete_actor, delete_node
add_*add_node, add_component, add_niagara_emitter
connect_*connect_pins, connect_material_expressions
ai_*ai_perceive, ai_navigate, ai_engineer, ai_brain_map
subscribe_* / poll_* / publish_*Editor events + agent_message bus

Detailed Reference

For parameter-level detail on every tool, use the ClaudusBridge_guide tool from your AI client, or check the JSON schema files in Resources/tool_schemas/ within the plugin folder. The full machine-readable reference is also written to Saved/ClaudusBridge/CLAUDE.md on every MCP initialize.