# 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.