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# UE Wingman
UE Wingman is a tool that allows an AI to control the unreal
editor. When you're using it, it feels like the AI is right
there looking at the editor with you. You'll be able to
watch as it creates graph nodes and wires them together,
you'll see it add components to your blueprints, you'll see
it design widget hierarchies for you, and you'll see it write
shaders for your materials.
ue-wingman is a command-line program that allows an AI
to use the unreal editor. The AI can use this command
to do things like:
* Create blueprints
* Wire up graph nodes
* Edit parameters in the details panel
* Manipulate actor components
* Build widget hierarchies
The tool is not complete, not by a long shot. There are
tons of Unreal Editor functions that the AI just can't
@@ -14,60 +16,152 @@ access yet. Even so, I think it's useful: it has pretty
comprehensive support to allow the AI agent to help create
blueprints, widget blueprints, and materials.
## How Does it Work?
This tool adds a command line interpreter plugin to the Unreal
Editor. You can type commands, and the plugin in the editor
will execute them.
## Example Commands
The AI can print out a graph in a text form, so it can read
it. Here's the dump of a simple event graph that doesn't
have much in it yet:
```
$ ue-wingman Graph_Dump /Game/Testing/BP_Test,graph:EventGraph
$ ue-wingman.py Graph_Dump /Game/Testing/BP_Test,graph:EventGraph
node K2Node_Event_0: Event BeginPlay
output-pins OutputDelegate
node K2Node_Event_0: Event BeginPlay
output-pins OutputDelegate
node K2Node_Event_2: Event Tick
output-pins OutputDelegate, DeltaSeconds
node K2Node_Event_2: Event Tick
output-pins OutputDelegate, DeltaSeconds
```
The ue-wingman command has tons of subcommands: Graph_Dump,
GraphNode_Add, GraphPin_Connect, BlueprintComponent_Add,
Widget_Add, and so forth. Using these commands, it's
possible to examine and modify blueprints, widgets, and
materials.
Here, the AI asks: what kinds of graph nodes can I add to the
event graph, that contain the words "Hit Result Under Cursor":
But, of course, these commands aren't really intended for humans.
They're intended for an AI agent.
```
$ ue-wingman.py GraphNode_SearchTypes /game/testing/bp_test,graph:EventGraph 50 "Hit Result under Cursor"
## Why Choose this Particular Unreal AI Plugin?
=== Hit Result under Cursor ===
There are a *lot* of Unreal Engine AI plugins out there. Some of
them are, shall we say, not carefully engineered. I'm a
reasonably skilled software engineer and I've designed
this plugin to be robust and capable of sustained development.
PlayerController|Game|Player|GetHitResultUnderCursorForObjects
PlayerController|Game|Player|GetHitResultUnderCursorByChannel
```
This plugin is also designed to be as broadly general as
possible. I've seen plugins that claim "can create 22 different
kinds of graph nodes!" This makes me ask: why not just
provide the *entire catalog* of all possible graph nodes?
I've seen plugins claim "you can edit 15 different material
expression properties!" Why not provide access to *all*
editable material expression properties? I've tried to make
every tool in this plugin as capable as possible, with as few
limits as possible.
Next, the AI adds a node to the event graph:
Some of the MCPs out there expose the entire Unreal API to
the AI agent. That is not entirely safe. AI agents will
very often carelessly call API functions they shouldn't,
crashing your editor or corrupting your assets. All the
commands supported by this MCP are error-checked. It is
intended that they won't let the AI do something that would
crash your editor.
```
$ ue-wingman.py GraphNode_Add /game/testing/bp_test,graph:EventGraph "PlayerController|Game|Player|GetHitResultUnderCursorByChannel" 100 100
Spawned: PlayerController|Game|Player|GetHitResultUnderCursorByChannel
node K2Node_CallFunction_0: Get Hit Result Under Cursor by Channel
pos 96, 96
input-pin PlayerController self = <default>
input-pin ETraceTypeQuery TraceChannel = TraceTypeQuery1
input-pin bool bTraceComplex = TRUE
output-pins HitResult HitResult, bool ReturnValue
```
This MCP is very extensible. Adding a new command requires
a relatively small amount of code. I'm hoping some others
in the community will eventually start contributing new
commands.
The AI changes the value of 'bTraceComplex' on the hit-result node:
```
$ ue-wingman.py GraphNode_SetDefault /game/testing/bp_test,graph:EventGraph,node:K2Node_CallFunction_0 bTraceComplex False
Done.
```
The AI can view the details panel for almost any object.
Here's a partial dump from an enhanced input action:
```
$ ue-wingman.py Details_Dump /game/luprex/InputActions/IA_Menu
Action:
editable bool bTriggerWhenPaused = False
editable bool bReserveAllMappings = False
editable EInputActionValueType ValueType = Boolean
editable EInputActionAccumulationBehavior AccumulationBehavior = TakeHighestAbsoluteValue
editable Array<InputTrigger> Triggers =
...
```
## List of Current Commands, Excluding Asset Creation Commands
```
ActorComponent_Add Blueprint Class Component Parent
ActorComponent_Remove Component
ActorComponent_Reparent Component Parent
Asset_Backup Asset
Asset_ContentBrowse Path
Asset_Delete Asset Force
Asset_FindReferences Asset
Asset_Rename Asset NewPath
Asset_Restore Asset
Asset_Search Query Type Limit
Blueprint_AddInterface Blueprint Interface
Blueprint_Compile Blueprint
Blueprint_Dump Blueprint
Blueprint_RemoveInterface Blueprint Interface PreserveFunctions
Blueprint_Reparent Blueprint Parent
BlueprintGraph_Add Blueprint Graph GraphType [Variables...]
BlueprintGraph_Remove Graph
BlueprintOverride_Add Blueprint Function
BlueprintOverride_ShowMenu Blueprint
Create_MaterialInstance Path ParentMaterial
Details_Dump Object
Details_Get Object Property
Details_Set Object Property Value
Documentation_Command Command
Documentation_Commands
Documentation_CreateAssets Query Verbose
Documentation_Manual
Documentation_Section Section
Editor_ListOpenAssets
Editor_OpenAsset Asset
EventDispatcher_Add Blueprint Dispatcher [Variables...]
EventDispatcher_Remove Blueprint Dispatcher
Graph_Dump Graph Details
GraphNode_Add Graph Type PosX PosY
GraphNode_ChooseMenu Node Item
GraphNode_Dump Node Details
GraphNode_GetComment Node
GraphNode_Remove Node
GraphNode_Rename Node Name
GraphNode_SearchTypes Graph MaxResults [Queries...]
GraphNode_SetComment Node Comment
GraphNode_SetDefault Graph Node Name Value
GraphNode_SetPosition Graph Node X Y
GraphNode_ShowMenu Node
GraphPin_Connect Graph [SourcePin_TargetPin...]
GraphPin_Disconnect Graph [Pins...]
Material_Compile Material
Material_DumpParameters Material
MaterialInstance_ClearParameter MaterialInstance Parameter
MaterialInstance_DumpParameters MaterialInstance
MaterialInstance_SetParameter MaterialInstance Parameter Value
SysInfo_Factories
SysInfo_PackageContents Package
TypeName_Search Query Limit
Variables_Add Object [Variables...]
Variables_Dump Object
Variables_Modify Object [Variables...]
Variables_Remove Object [Variables...]
Widget_Add Blueprint Type Name Parent IsVariable
Widget_Remove Widget
Widget_Reparent Widget Parent
Widget_SearchTypes MaxResults [Queries...]
```
## Installation
@@ -75,68 +169,60 @@ There are two parts to UE Wingman:
* The Unreal Plugin, which does 99% of the work.
* The python program "ue-wingman.py"
* The command-line program "ue-wingman.py"
The python program is actually less than 100 lines of code:
all it does is package up its command line arguments, send
them to the plugin, and let the plugin do the work. Then it
prints the output.
The command-line program is actually less than 100 lines of
python. All it does is package up its command line
arguments, send them to the plugin, and let the plugin do
the work. Then it prints the output. To install it,
just copy it into your PATH. I like to remove the ".py"
extension, but that's optional.
If you build Unreal from source, the best way to install the
plugin is to drop the entire UEWingman source folder into
your Plugins folder. Then do a build. Restart the editor, and
go into your plugins configuration. Enable the UE Wingman
plugin. You're done.
Currently, the only way to install the plugin is to build
it from source. I just don't have to the time to make
a binary distribution. Building from source is simple:
just drop the entire plugin folder into one of two places:
If you don't build from source, then unfortunately, you're
out of luck. Precompiled plugins must be built for every
different OS, for every different engine version. I just
don't have the means to do that right now.
* Option 1: UnrealEngine/Engine/Plugins/UEWingman
* Option 2: YourGame/Plugins/UEWingman
After installing the plugin, you need to install the two
python programs. They are both short and simple: all they
do is establish a network connection to the plugin, and then
send the command you typed. They require python 3.6 or later,
and no other dependencies.
Then, do a build using unreal build tool. Restart the
editor, and go into your plugins configuration. Enable the
UE Wingman plugin. You're done.
To install the human version, ue-wingman.py, just drop it into
a folder on your PATH.
## The Built-in Documentation
## The "User Manual"
You might be interested in seeing the "user manual" for the
plugin. To get that, you type this:
The tool has a built-in user manual, which you can access
by typing this:
```
$ ue-wingman.py Documentation_Manual
```
Of course, you're not the intended user: your AI agent is.
Alternately, you can just type ue-wingman with no arguments.
This manual isn't really intended for humans, it's meant
for the AI agent, so it's a little dense.
You should put a note into your agent's system prompt to
let it know about the ue-wingman.py command, and to let
let it know about the ue-wingman command, and to let
it know that it can type ue-wingman.py Documentation_Manual.
This in turn will tell your agent about this command:
The manual mentions several other commands, including
these, which emit documentation for the built-in subcommands:
```
$ ue-wingman.py Documentation_Commands
$ ue-wingman.py Documentation_Command
```
Using these commands, you can learn more about what this
plugin can do.
## Fun things to Try
I really started enjoying this plugin when I asked my agent
to make me a "cool looking material, something psychedelic
and weird." It made a neat kaleidoscope thing. I then
asked it to make me an animated rendering of the mandelbrot
set. It's fun to watch it do things like that.
## History and Credits
When I myself needed an MCP for unreal development, I did a
survey of the plugins out there. I ended up choosing a
plugin called "Blueprint MCP" by David Gundry:
When I myself needed a tool like this, I did a survey of the
plugins out there. I ended up choosing a plugin called
"Blueprint MCP" by David Gundry:
<https://github.com/mirno-ehf/ue5-mcp>
@@ -146,16 +232,16 @@ pretty much the whole thing. So this whole project is actually
a fork of Blueprint MCP. There's very little of the original
code remaining. However, you will find snippets here and there.
Even though I ended up rewriting most of the code, it really
was useful to have a functioning starting point. It meant I
could improve one thing at a time, without having to try to
get everything working all at once. So I'm quite grateful
to David Gundry and his work.
Even though I ended up rewriting essentially all of the
code, it really was useful to have a functioning starting
point. It meant I could improve one thing at a time,
without having to try to get everything working all at once.
So I'm quite grateful to David Gundry and his work.
## Software License
UE Wingman is licensed under the MIT license, a copy of which
is enclosed. Its predecessor (of which it is a fork) was also
is enclosed. Its predecessor Blueprint MCP was also
under the MIT license, so everything works out.