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Version: 0.6.3

Tools Reference — Overview

ClaudusBridge exposes 567+ tools organized into 50+ 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
Cognition (0.6.x)60+Workflow templates, multi-agent workflows, task plans, skills, agents, action queue, smart_start, workflow_timeline, workflow_checkpoints, continuation_stats, last_auth_state, observations, project intelligence, native tool/skill authoring, …

What's New in 0.6.x

Cognition Tier (0.6.0)

ClaudusBridge now ships a dedicated Cognition category that consolidates the project-intelligence, observation, workflow, and self-programming tools. Highlights from 0.6.0:

  • claudus_checkpoint_workflow — Snapshot asset paths + last-modified timestamps for a workflow id under Saved/ClaudusBridge/WorkflowCheckpoints/<checkpoint_id>.json. Resolves the asset list in this order: explicit asset_pathsscan_paths via find_assets → the workflow's persisted assets[] → empty. Fires an auto_observation memory entry tagged workflow_checkpoint + <workflow_id> + <checkpoint_id>.
  • claudus_list_workflow_checkpoints(workflow_id?, limit?) — Inventory of recorded checkpoints. Newest first. v1 ships the audit/diff layer; rollback is intentionally out of scope until source-control integration lands.
  • claudus_continuation_stats — Projects saved_inference_ms from auto-continuation batching (BatchedCount × ~1500 ms by default) plus a coarse USD estimate. One tool call shows finance the savings.
  • claudus_get_last_auth_state — Reads the sanitized last-auth-state.json written by the Node provider runtime (presence + last-modified timestamp per provider credential file; never token values) and returns a coarse verdict: ok / anthropic_missing_but_alt_present / needs_login.

Action-Failure Observations (0.6.0)

Every tool call that returns status != "success" now writes a memory entry tagged action_failed + tool:<name> + severity:<high|low> (and kind:unknown_command for missing tools). High severity is reserved for mutation-prefixed tools (create_/write_/delete_/save_/modify_/rebuild_/set_/ai_create_/ai_modify_/ai_build_); read-only failures log at low severity so the journal doesn't drown in trivial misses. Combined with claudus_recall_observations(tag=action_failed, since_hours=…) a fresh session gets an immediate audit of recent breakage.

Self-Healing Provider Pipeline (0.6.1 → 0.6.3)

Provider-runtime restarts no longer leave the editor stuck against a dead port:

  • 0.6.1 added rediscovery to the dashboard auto-connect path (ConnectProviderRuntimeAsync). New FCBClaudusAI::TryRediscoverProviderRuntimeURL() reads dispatch.json and returns a freshly-built URL when the port differs. New CBDesktopAuthBridge::InvalidateDispatch() drops every memoization keyed on the old port. Plus: argless tools/call no longer spams LogJson warnings.
  • 0.6.2 extended the same self-heal to both normal chat-send paths: ResolveAndAppendReply (synchronous, used by ask_claudus/submit_chat_sync) and ResolveAndAppendReplyAsync (async, used by SubmitHumanMessage from the Output Log).
  • 0.6.3 flipped the policy from retry-after-failure to proactive refresh: a cheap stat() of dispatch.json at the entry of every chat request detects a runtime restart via mtime and swaps BaseURL before the request goes out. No LogHttp warnings, no 2 s libcurl timeout against the dead port, no visible recovery message — just the right port from the start.

The retry-after-failure logic from 0.6.1/0.6.2 stays as a safety net.


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.