# Best Practices for UE Wingman

UE Wingman is useful when you need the *live* Unreal blueprint graph, especially when text exports are missing or stale. Keep the investigation narrow and work in this order:

1. Start with `Blueprint_Dump` on the asset.
2. Then use `Graph_Dump` on only the graphs you need.
3. Inspect child widgets or helper blueprints separately.
4. Use C++ source only to confirm the surrounding native handoff.

## Practical Tips

- Use exact asset paths, like `/Game/Widgets/WB_Hotkeys`.
- For graph paths, include the graph name exactly as Wingman reports it.
- Expect parameter names to be strict; check the automatic documentation if a command fails.
- Prefer structural questions over broad ones. Ask for one asset, one graph, or one dispatcher at a time.
- Use Wingman to confirm what the blueprint *actually does*, not what the docs say it should do.

## What Wingman Is Good At

- Finding widget trees.
- Showing event graphs and function graphs.
- Tracing blueprint-to-blueprint or blueprint-to-Lua handoff points.
- Confirming which variables a widget stores and reads.

## What Wingman Is Not Good At

- Replacing source code browsing for C++.
- Explaining large graphs all at once.
- Tolerating vague paths or loosely named assets.

## Recommended Workflow

1. Dump the blueprint.
2. Dump the relevant graphs.
3. Trace the data flow node by node.
4. Cross-check the native C++ only where the blueprint calls into engine code.

This keeps the context small and makes the result easier to trust.
