Skip to main content
← Roadmap
🤖 ClaudusBridgeShipped

What the agent can actually do

The shipped tool surface: roughly 900 tools across about 65 toolsets, covering Blueprints, materials, actors and world, widgets, Niagara, levels, assets and more.


The honest answer to what an AI agent can do inside your editor is the tool list, not the marketing. ClaudusBridge exposes roughly 900 tools grouped into about 65 toolsets, and every one of them is a real editor action wrapped in an undoable transaction. This page is the map of that surface: where the tools come from, what they cover, and how the agent chooses one.

Three sources, one catalogue

  • Engine-reflected toolsets. Any UFUNCTION marked AICallable on a UToolsetDefinition is harvested by Unreal's ToolsetRegistry and surfaced through the AllToolsets plugin. This is the bulk of the catalogue and it grows with the engine.
  • Native ClaudusBridge toolsets. More than a dozen hand-written C++ toolsets for the things reflection does not reach. They are UToolsetDefinitions too, so they flow through exactly the same registry and adapter path as the engine's.
  • Your own ToolLibrary Blueprints. Subclass UClaudusBridgeToolLibrary, add a public function with a doxygen tooltip, and it auto-registers as a tool with a generated schema. For new C++ work the recommended path is authoring a UToolsetDefinition directly.

The engine domains

  • Actors and world: spawn, transform, attach, select, delete, query the level, read back transforms and components.
  • Blueprints: create classes from a parent, add variables, functions, components and events, set defaults, compile and save.
  • Materials: create materials and instances, add and connect expression nodes, expose parameters, set overrides.
  • UMG and widgets: create Widget Blueprints, build and nest the widget tree, set slot layout and properties, compile.
  • Niagara: create and configure systems and emitters.
  • Sequencer: create level sequences, add tracks and keys, drive cinematics.
  • Assets: import, find, duplicate, organise and inspect Content Browser assets.
  • Levels: open, stream, save and organise maps.
  • Textures: create and edit textures and render targets.

The toolsets ClaudusBridge writes itself

  • MaterialGraph, 15 tools. Read a fully resolved graph with DescribeMaterialGraph, then author it: ConfigureCustomNode for Custom HLSL, ConfigureParameterNode, ConfigureFunctionIO, ConnectMaterialExpressions, ConnectMaterialProperty, CreateNamedReroute, SetExpressionPositions, DeleteMaterialExpression.
  • MaterialInstance, 5 tools, and MaterialAudit, 4 tools. Reparent instances, set parameters and static switches, copy overrides, and audit which materials under a path actually use a given parameter.
  • Niagara script graphs, 13 tools, and NiagaraSystem, 9 tools. Author module and function script graphs including Custom HLSL and includes; manage user parameters, data interface bindings, and non-blocking compile state with GetNiagaraCompileStateFast, RequestNiagaraCompile and WaitNiagaraCompile.
  • Orchestration, 12 tools. RunToolAsync queues any toolset tool as a background job so one slow call cannot stall the other agents connected to the same editor, plus agent sessions, advisory asset locks, and GetEditorBusyState.
  • Multi-User, 11 tools. Discover servers and sessions, create or join, set presence identity and colour, list participants, and boot or stop a headless agent editor on its own port.
  • Simulation, 8 tools. Headless game-feel verification: list pawns, inject movement input, trigger a jump, record motion over a window and read the samples back, set velocity, query the physics volume at an actor.
  • Asset, 8 tools, and Level, 6 tools. FindAssets, GetAssetInfo, MakeUniqueAssetName, DuplicateAsset, dependencies; SaveCurrentLevel, SaveAllDirtyPackages, PersistSessionChanges, OpenLevel, CreateFolder.
  • BlueprintComponent, 3 tools, and BlueprintToCpp, 4 tools. Live component edits on a Blueprint's construction script, and analysis plus C++ struct and actor scaffolding with reparenting.
  • Image, 3 tools, and Reflection, 1 tool. Save and export images and show a texture; CallFunction invokes any reflected UFUNCTION on any UObject with JSON-marshalled arguments.
  • Chess, 13 tools. A self-contained 3D board with autonomous play and agent camera control, shipped as a showcase of how far a native toolset can go.

How the agent picks a tool

By default the server runs in tool-search mode, so a connected client sees three meta-tools rather than hundreds of entries. The agent calls list_toolsets to survey the domains, describe_toolset to read the exact tools and parameter schemas of the one it needs, and call_tool to run it. That keeps the model's context small and tool selection fast. If you have a client that needs a flat, fully enumerated list, turn off Enable Tool Search and every tool is registered natively at startup instead.

Against the 5.7 generation

BeforeOceanology Pro
How tools are producedHand-written C++ wrappers, one per capabilityGenerated from reflection, with hand-written natives only where reflection cannot reach
Catalogue size567 or more tools in 50 or more categoriesRoughly 900 tools across about 65 toolsets
What the client seesThe full tool list registered up frontlist_toolsets, describe_toolset and call_tool, with eager mode optional
Undo safetySnapshot and transaction tools the agent had to remember to callEach reflected tool call runs inside an editor transaction automatically
Parallel agentsCoordination bus and watcher sub-agentJob queue, advisory asset locks and busy-state polling, verified with 20 concurrent sessions
ToolsRoughly 900
ToolsetsAbout 65
Native C++ toolsetsMore than a dozen, shipped in the plugin
MaterialGraph tools15
Niagara script-graph tools13
NiagaraSystem tools9
Orchestration tools12
Multi-User tools11
Simulation tools8
Concurrent agents verified20 sessions against one editor
20-agent burst, before and after fleet tuningWall time 77.8 s to 11.5 s, refusals 4 of 20 to 0, fast-call median 5.7 s to 334 ms

This is one entry on the Galidar roadmap. For what already shipped in each release, see the Changelog.