| Collision / physics |
✓actor.set_collision, static_mesh.set_collision_complexity, geometry collision gen, physics.* ragdoll ops. Evidence |
✓set_collision, set_collision_profile, set_simulate_physics, set_physics_properties, add_impulse. Evidence |
✓Physics asset toolset, static mesh convex collision gen/remove, world line trace, channel overlap search. Evidence- Engine/Plugins/Experimental/Toolsets/PhysicsToolsets/Source/PhysicsToolsets/Private/PhysicsToolsets/PhysicsAssetToolset.h:158 CreateFromMesh
- Engine/Plugins/Experimental/Toolsets/EditorToolset/Content/Python/editor_toolset/toolsets/static_mesh.py:266 generate_convex_collisions
- Engine/Plugins/Experimental/Toolsets/EditorToolset/Content/Python/editor_toolset/toolsets/scene.py:66 find_actors collision_channels, :295 trace_world
|
✓control_actor.set_actor_collision, setup_physics_simulation, geometry collision generation actions. Evidence |
✓set_collision_settings sets profile, enabled state, object type and channel responses on BP components. Evidence |
✓mesh.set_collision_preset, set_mesh_collision, generate_collision, configure_physics_props, query_raycast. Evidence |
| Navigation (rebuild/query) |
◐navigation.rebuild_navigation and nav settings exist; no path, projection or reachability query op. Evidence |
✓rebuild_navigation, find_nav_path, project_to_nav, list_nav_invokers, spawn_nav_modifier, navmesh info. Evidence |
✕Searched Toolsets for navmesh, NavigationSystem, pathfind; only content browser navigation hits; no console exec tool. Evidence- grep -iE 'navmesh|NavigationSystem|navigation|pathfind' over Engine/Plugins/Experimental/Toolsets: only unrelated hits
|
◐Rebuild navigation and navmesh info exist; searched FindPath, ProjectPoint, pathfind: no query action. Evidence |
◐No nav service; searched NavMesh/RebuildNav/FindPath. Only via execute_python_code on NavigationSystemV1. Evidence |
✓ai.rebuild_navigation, find_path, test_path, project_point_to_navigation, navmesh config actions. Evidence |
| Behavior Tree full read and authoring |
✓behavior_tree.create/add_node/connect/attach_decorator/service plus decompile to BTIR text. Evidence |
✓read_behavior_tree_graph plus add/move/remove_bt_node with recompile and node property writes. Evidence |
◐AIModuleToolset reads BT nodes, children, decorators, subtrees; no node create or wiring tools. Evidence- Engine/Plugins/Experimental/Toolsets/AIModuleToolset/Content/Python/aimodule_toolset/toolsets/behavior_tree.py:73 list_nodes
- behavior_tree.py:119 get_children, :136 get_subtree
|
✓get_tree serializes BT; add_node, connect_nodes, remove_node, break_connections, set_node_properties. Evidence |
✓BehaviorTreeService: GetTree JSON, AddNode/Decorator/Service, BuildTree, Validate, Repair. Evidence |
✓ai BT actions: get_behavior_tree, get_bt_graph, add_bt_node, decorators/services, build_behavior_tree_from_spec. Evidence |
| Blackboard CRUD |
◐Create, add key, set default, set synced, read via decompile; no remove or rename key op. Evidence |
✓create_blackboard, add/remove_blackboard_key, read_blackboard, set_blackboard_parent. Evidence |
◐Only get_blackboard from a BT; keys editable only via generic data_asset.create and object set_properties. Evidence- Engine/Plugins/Experimental/Toolsets/AIModuleToolset/Content/Python/aimodule_toolset/toolsets/behavior_tree.py:49 get_blackboard
- Engine/Plugins/Experimental/Toolsets/EditorToolset/Content/Python/editor_toolset/toolsets/object.py:81 set_properties
|
◐Create, add key, read, set default and sync flag; no key remove or rename handler found. Evidence |
✓BlackboardService: create, add/remove/rename keys, key references, parent, instance sync. Evidence |
✓create/get/list/delete/duplicate blackboard, add/remove/rename bb keys, set_bb_parent. Evidence |
| EQS |
✓eqs.create, add_generator, add_test, set_context_class, set_test_filter, set_test_scoring. Evidence |
✓create/read EQS query, add generator/test, remove, reorder, list types, run_eqs_query live. Evidence |
✕Searched Toolsets for EnvQuery and EQS; none. EnvQuery Options is a non editable UPROPERTY built by graph. Evidence- grep -iE 'EnvQuery|EQS' over Engine/Plugins/Experimental/Toolsets: no hits
- Engine/Source/Runtime/AIModule/Classes/EnvironmentQuery/EnvQuery.h:35 UPROPERTY() Options
|
✓create_eqs_query, add generator, test, context, configure_test_scoring. Evidence |
✓EnvQueryService: create, options/tests CRUD, BuildQuery from JSON, validate, RunQuery against an actor. Evidence |
✓EQS query CRUD, generators, tests, scoring, spec build, plus runtime_run_eqs_query. Evidence |
| StateTree |
✓ai.create_state_tree, add state/transition, state_tree.add_task/condition/evaluator/bind_property. Evidence |
✓statetree category: states, tasks, conditions, transitions, bindings, evaluators, compile, validate. Evidence |
◐StateTreeToolset is read only: states, tasks, conditions, transitions, evaluators; no authoring. Evidence- Engine/Plugins/Experimental/Toolsets/StateTreeToolset/Content/Python/state_tree_toolset/toolsets/state_tree.py:32 get_root_states
- state_tree.py:93 get_transitions
|
✓create_state_tree, add state, add transition, configure task. Evidence |
✓StateTreeService ~98 methods: states, tasks, conditions, transitions, bindings, compile. Evidence |
✓StateTree create, states, tasks, transitions, bindings, compile, spec build; needs WITH_STATETREE. Evidence |
| GAS (abilities / effects) |
✓28 gas.* ops: abilities, effects, modifiers, cues, attribute sets, exec calcs, costs, cooldowns. Evidence |
✓gas category: ASC, attribute sets, abilities, effects, cues, live grant/apply/remove. Evidence |
◐GASToolsets inspect granted abilities, effects, attributes and author cues; no ability or effect authoring. Evidence- Engine/Plugins/Experimental/Toolsets/GASToolsets/Source/GASToolsets/Private/AbilitySystemInspectorToolset.h:121 GetGrantedAbilities
- AbilitySystemInspectorToolset.h:112 GetActiveEffects
- GameplayCueToolset.h:115 CreateCueNotifyAsset
|
✓manage_gas creates and configures abilities, effects, attribute sets, cues, ASC. Evidence |
◐No GAS service; gas skill routes to Epic GASToolsets and BlueprintTools. via Epic toolset. Evidence |
✓gas namespace ~135 actions: abilities, effects, attribute sets, ASC, cues; needs GameplayAbilities plugin. Evidence |
| Networking / replication |
✓23 networking.* ops: replicated vars, RepNotify, conditions, RPCs, relevance, dormancy, prediction. Evidence |
✓networking category: replicates, property replication, dormancy, relevancy, frequency, priority. Evidence |
◐Only Blueprint variable replication get/set (None, Replicated, RepNotify). Evidence- Engine/Plugins/Experimental/Toolsets/EditorToolset/Content/Python/editor_toolset/toolsets/blueprint.py:1290 get_variable_replication, :1309 set_variable_replication
|
✓configure_replication, create_rpc_function, set_replicated_using, dormancy, relevancy actions. Evidence |
◐PIE net mode settings, server/client world selectors, read var replication; no replication authoring op. Evidence |
✓network namespace lists replicated classes, RPCs, OnReps; blueprint.add_replicated_variable. Evidence |
| GameMode and PlayerController authoring |
✓game_framework.* configures GameMode rules, teams, rounds, spawn, spectating; class props via property.set. Evidence |
✓create_game_mode/game_state/player_controller/player_state/hud, set_world_game_mode. Evidence |
◐Generic Blueprint create with any parent class plus set_properties; no GameMode specific tools. Evidence- Engine/Plugins/Experimental/Toolsets/EditorToolset/Content/Python/editor_toolset/toolsets/blueprint.py:177 create
- object.py:81 set_properties
|
✓create_framework_class (GameMode, PlayerController, etc) and configure_game_mode class setters. Evidence |
◐No GameMode ops (searched GameMode); BP create via Epic toolset, default mode via SetIniValue. Evidence |
◐author_map_settings sets map GameMode override and PlayerStarts; class defaults only via set_cdo_property. Evidence |
| Enhanced Input asset CRUD |
✓input.create_input_action, create_input_mapping_context, add_mapping, remove_mapping, get_input_info. Evidence |
✓create InputAction and IMC, add/remove/rebind mappings, modifiers, triggers, read back. Evidence |
◐No Enhanced Input tools; InputAction and mapping context only via generic data_asset.create and set_properties. Evidence- Engine/Plugins/Experimental/Toolsets/EditorToolset/Content/Python/editor_toolset/toolsets/data_asset.py:16 create
- object.py:81 set_properties
- grep InputAction|EnhancedInput in Toolsets source: only test files
|
✓create_input_action, create_input_mapping_context, add/remove mapping, triggers, modifiers. Evidence |
✓InputService: create actions and mapping contexts, key mappings, modifiers, triggers. Evidence |
◐IA/IMC read plus modifier/trigger edits; create only via scaffold_locomotion_input; no delete or add key map. Evidence |
| Chooser tables |
✓chooser.create, add_column, add_row, set_cell, set_result, compile; needs Chooser plugin. Evidence |
✓chooser category: create, describe, add_column, add/set/delete rows, remap object references. Evidence |
✕Searched Toolsets for Chooser and ChooserTable; none. ChooserTable is not a DataAsset, so no generic create. Evidence- grep -i 'chooser' over Engine/Plugins/Experimental/Toolsets: no hits
|
✕Searched plugin and server source for Chooser; 0 hits. Evidence- grep -ri chooser plugins/ src/: no matches
|
✕Searched Chooser across Source, skills, docs and Epic Toolsets; no matches. Evidence |
✓chooser namespace: create table, columns, rows, cells, validate, inspect. Evidence |
| Mass Entity / ZoneGraph |
◐Mass entity config create/configure only; ai.add_mass_spawner is a stub; no ZoneGraph ops. Evidence |
◐Mass entity config create, read, trait reorder/remove, validate; ZoneGraph is query only, no authoring. Evidence |
◐No Mass or ZoneGraph tools; MassEntityConfigAsset is a DataAsset, so generic create plus set_properties only. Evidence- grep -iE 'MassEntity|ZoneGraph' over Engine/Plugins/Experimental/Toolsets: no hits
- Engine/Plugins/Runtime/MassGameplay/Source/MassSpawner/Public/MassEntityConfigAsset.h:96 Traits EditAnywhere Instanced
- Engine/Plugins/Experimental/Toolsets/EditorToolset/Content/Python/editor_toolset/toolsets/data_asset.py:16 create
|
◐Mass entity config and spawner actions exist; ZoneGraph not found. Evidence |
✕Searched MassEntity, Mass, ZoneGraph in VibeUE and Epic Toolsets; no matches. Evidence- rg -i MassEntity|ZoneGraph VibeUE: 0 files
|
✓Mass entity config CRUD, traits, processors, stats; ZoneGraph list and lane queries (read only). Evidence |
| Live Behavior Tree execution path |
✓ai.get_runtime_state returns active BT node, root first node path and task status in PIE. Evidence |
✓get_bt_runtime returns active node, ancestor chain, active aux nodes in PIE. Evidence |
✕BT tools read assets only; searched for BehaviorTreeComponent or active node queries, none. Evidence- Engine/Plugins/Experimental/Toolsets/AIModuleToolset/Content/Python/aimodule_toolset/toolsets/behavior_tree.py
|
✕Only run/stop BT; searched GetActiveNode, BrainComponent, BehaviorTreeComponent: 0 hits. Evidence |
✕Searched BrainComponent, GetActiveNode, BTDebugger; BT service is asset only, refuses edits in PIE. Evidence |
✓ai.runtime_get_bt_execution_path: active branch, current task, decorator states in PIE. Evidence |
| Live input action value |
◐editor.simulate_input injects raw key events into PIE; no input action value read or injection. Evidence |
✓get_action_value reads live value, triggerEvent and mapped keys per PIE player. Evidence |
✕Searched Toolsets for InputAction, EnhancedInput, action value; no tools found. Evidence- grep -iE 'InputAction|EnhancedInput' over Engine/Plugins/Experimental/Toolsets: only test files
|
◐simulate_input injects an action value into PIE; no readback of current action value. Evidence |
◐InjectAction pushes a typed value into PIE for one tick; no readback of current action value. Evidence |
◐editor.pie_inject_input_action injects values; no action to read a live action value. Evidence |
| Enhanced Input validation audit |
✕Searched input.* and Source for IMC or action validation audit; only get_input_info asset readback. Evidence |
✓validate_input audits unmapped actions, bad keys, duplicates, null triggers, missing swizzle. Evidence |
✕No Enhanced Input tools of any kind in Toolsets. Evidence- grep -iE 'InputMappingContext|EnhancedInput' over Engine/Plugins/Experimental/Toolsets: only test files
|
✕Searched Input domain for validate, audit, unmapped, conflict; only per asset get_input_info. Evidence |
✕Searched validate/audit/unused/orphan in InputService and enhanced-input skill; only existence checks. Evidence |
✓input.validate_input_mappings reports missing actions, invalid keys, duplicate key warnings. Evidence |
| GAS cue coverage / attribute audit |
✕Searched gas.* and Source for cue coverage or attribute audit; none found. Evidence |
✓validate_cue_coverage and audit_attributes (clamping, replication, OnRep, Max pairs). Evidence |
✓FindCueTagsWithoutNotifies audits cue coverage; FindAttributeSetClasses and ListAttributes list attributes. Evidence- Engine/Plugins/Experimental/Toolsets/GASToolsets/Source/GASToolsets/Private/GameplayCueToolset.h:145 FindCueTagsWithoutNotifies
- AttributeSetToolset.h:61 FindAttributeSetClasses, :70 ListAttributes
|
✕Searched GAS domain for cue coverage or attribute audit; only cue authoring actions. Evidence |
◐Epic GameplayCueToolset FindCueTagsWithoutNotifies; nothing in VibeUE. via Epic toolset. Evidence |
✓gas.validate_cue_coverage finds unhandled and orphan cues; validate_attribute_set audits sets. Evidence |
| SaveGame slot inspection |
✕Searched USaveGame, LoadGameFromSlot, DoesSaveGameExist in Source; none, only CPF_SaveGame flag handling. Evidence |
✓reflection inspect_save_game loads a slot read only and returns SaveGame properties. Evidence |
✕Searched Toolsets for SaveGame and save slot; no tools found. Evidence- grep -i 'SaveGame' over Engine/Plugins/Experimental/Toolsets: no hits
|
✕Searched USaveGame, SaveGame, LoadGameFromSlot, DoesSaveGameExist: 0 hits. Evidence- grep -ri SaveGame plugins/ src/: no matches
|
◐Searched SaveGame; no op. Only via execute_python_code on GameplayStatics load_game_from_slot. Evidence |
◐Only C++ SaveGame scaffolding (ui.scaffold_save_game); slot reads only via run_python. Evidence |
| Collision profile resolution |
◐set_view_mode collision report gives per actor channel response; BodyInstance readable; no profile resolver. Evidence |
✓resolve_collision_profile gives per channel responses; get_component_collision per component. Evidence |
✕get_collision_channels lists object channels only; searched CollisionProfile, no profile lookup found. Evidence- Engine/Plugins/Experimental/Toolsets/EditorToolset/Content/Python/editor_toolset/toolsets/scene.py:56 get_collision_channels
- grep CollisionProfile in Toolsets: no hits
|
◐Component details return profile name; collision settings exportable as raw config text. Evidence |
◐Profile can be set, not resolved to channel responses; reads only via execute_python_code. Evidence |
◐No profile resolver; set_collision_preset only checks name exists; raw ini via config.resolve_setting. Evidence |
| Player-mappable input settings |
✕Searched PlayerMappable, UEnhancedInputUserSettings, MappableKey in Source and wiki; none. Evidence |
✓set_player_mappable_settings authors PlayerMappableKeySettings on InputAction; no runtime user remap. Evidence |
◐No mappable key tools; InputAction PlayerMappableKeySettings editable only via generic set_properties. Evidence- Engine/Plugins/EnhancedInput/Source/EnhancedInput/Public/InputAction.h:152 PlayerMappableKeySettings EditAnywhere Instanced
- Engine/Plugins/Experimental/Toolsets/EditorToolset/Content/Python/editor_toolset/toolsets/object.py:81 set_properties
|
✕Searched EnhancedInputUserSettings and PlayerMappable: 0 hits. Evidence- grep -r EnhancedInputUserSettings|PlayerMappable plugins/ src/: no matches
|
✕Searched PlayerMappable, Mappable, EnhancedInputUserSettings; ConfigureAction lacks mappable settings. Evidence |
◐get_input_action reports player mappable flags; ui.scaffold_input_remapping emits setup guidance only. Evidence |
| Physics asset bodies and constraints authoring |
✓skeleton.create_physics_asset, configure_physics_body, add_physics_constraint, configure_constraint_limits. Evidence |
◐Own read only (get_physics_asset_info); bodies/shapes/constraints via wrapped Epic toolset, UE 5.8 only. Evidence |
✓PhysicsAssetToolset creates asset, adds bodies, sets sphere/capsule/box, mass, constraints and limits. Evidence- Engine/Plugins/Experimental/Toolsets/PhysicsToolsets/Source/PhysicsToolsets/Private/PhysicsToolsets/PhysicsAssetToolset.h:249 AddBody, :206 SetCapsule, :320 AddConstraint, :329 SetConstraintLimits
|
✓edit_physics_asset: create asset, add/configure bodies, add constraints, set limits. Evidence |
◐SkeletonService only reports physics asset path; bodies and constraints via Epic PhysicsToolsets. Evidence |
◐Read physics asset, edit existing body and constraint props; no add/remove bodies or constraints. Evidence |
| Gameplay tag add/rename/remove with referencersAlso possible from the shell: tags are +GameplayTagList lines in Config/DefaultGameplayTags.ini or Config/Tags/*.ini and renames are +GameplayTagRedirects entries, all plain INI text. The tools add finding and updating referencing .uasset content and tags defined in DataTable assets. |
◐gameplay_tags.add and remove on INI sources; no rename and no referencer check. Evidence |
◐Own create_gameplay_tag; rename, remove, find referencers via wrapped Epic toolset, UE 5.8 only. Evidence |
✓GameplayTagsToolset AddTag, RemoveTag, RenameTag (updates references), FindReferencersByTag. Evidence- Engine/Plugins/Experimental/Toolsets/GameplayTagsToolset/Source/GameplayTagsToolset/Private/GameplayTagsToolset/GameplayTagsToolset.h:64 AddTag, :72 RemoveTag, :81 RenameTag, :89 FindReferencersByTag
|
✕add_tag_to_asset needs pre-registered tags; no tag registry add, rename or remove. Evidence |
◐VibeUE has bulk add_tags only; add/remove/rename and FindReferencersByTag via Epic toolset. Evidence |
✓gas add_gameplay_tags, rename_tag across assets (dry_run), remove_gameplay_tags with reference check. Evidence |
| Gameplay tag query builder |
✓gameplay_tags.build_query builds FGameplayTagQuery from JSON tree and can write it to an asset. Evidence |
✕Searched TagQuery, tag_query in src, plugin, docs, skills; only internal StateTree use; epic query is WorldCondition. Evidence |
✕Searched for TagQuery; WorldConditions toolset only describes world condition queries. Evidence- grep -iE 'TagQuery|tag_query' over Engine/Plugins/Experimental/Toolsets: no hits
- Engine/Plugins/Experimental/Toolsets/WorldConditionsToolset GetQueryDescription
|
✕Searched FGameplayTagQuery and GameplayTagQuery: 0 hits. Evidence- grep -r GameplayTagQuery plugins/ src/: no matches
|
◐No query builder (searched TagQuery); request_tag_container builds tag values for Python calls. Evidence |
✕Searched FGameplayTagQuery and tag_query actions; only internal use and a UI text param. Evidence |
| AI archetype scaffold library |
✕Searched ai.*, behavior_tree.* and wiki for archetype or template scaffolds; none. Evidence |
✕Searched archetype, patrol, enemy AI templates in docs, src, skills; only per-asset BT/EQS ops. Evidence- no matches in docs/, src/, skills/
|
✕No AI archetype or AI template scaffolding tools found. Evidence- Engine/Plugins/Experimental/Toolsets/AIModuleToolset has BT read tools only
|
✕Searched AI domain for archetype, template, preset, patrol; only create_ai_controller. Evidence |
✕Searched archetype, template, scaffold, preset in AI skills and services; none. Evidence |
✓21 AI scaffolds: boss, companion, turret, stealth, flying, horror stalker, patrol, etc. Evidence |
| Static replication audit (RPCs, OnRep) |
◐networking.get_networking_info lists RPCs, reliability, validation, OnRep per Blueprint; no project wide audit. Evidence |
◐No actor RPC/OnRep audit; reflection lists RPC flags, audit_attributes checks OnRep on GAS sets only. Evidence |
◐Per variable replication query on Blueprints only; no RPC or OnRep audit across project. Evidence- Engine/Plugins/Experimental/Toolsets/EditorToolset/Content/Python/editor_toolset/toolsets/blueprint.py:1290 get_variable_replication
|
◐get_networking_info reports actor net settings; no RPC or OnRep enumeration. Evidence |
◐GetVariableInfo reports per variable Replicated or RepNotify; no RPC listing or project audit. Evidence |
✓network.list_rpc_functions, list_onrep_handlers, audit_unbalanced_onreps from UHT reflection index. Evidence |
| Third-party state-machine / combo graph authoring |
✕Searched Source and wiki for third party state machine or combo graph plugins; none. Evidence |
✕Searched LogicDriver, ComboGraph, SMStateMachine, FlowGraph in src, plugin, docs, skills. Evidence- no matches in src/, plugin/, docs/, skills/
|
✕No toolsets for third party state machine or combo graph plugins. Evidence- ls Engine/Plugins/Experimental/Toolsets: engine toolsets only
|
✕Searched LogicDriver, SMInstance, ComboGraph: 0 hits; configure_combo_system is native. Evidence |
✕No third party graph plugins; searched combo, state machine. Only engine AnimBP and montage sections. Evidence |
✓logicdriver (66 actions) and combograph (13 actions); need Logic Driver Pro and ComboGraph plugins. Evidence |
| Game Feature plugin activation control |
◐game_features.list reads Game Feature plugin states; activation calls exist only in test fixtures. Evidence |
◐Activate/deactivate/state of Game Features via wrapped Epic toolset, UE 5.8 only. Evidence |
✓GameFeaturesToolset lists plugins, reads state, requests activate and deactivate. Evidence- Engine/Plugins/Experimental/Toolsets/GameFeaturesToolset/Source/GameFeaturesToolset/Private/GameFeaturesToolset.h:79 GetGameFeatureState, :91 RequestActivateGameFeature, :102 RequestDeactivateGameFeature
|
✕Searched GameFeaturesSubsystem and GameFeatureData: 0 hits. Evidence- grep -r GameFeaturesSubsystem|GameFeatureData plugins/ src/: no matches
|
◐No VibeUE code (searched GameFeature); Epic GameFeaturesToolset activate/deactivate. via Epic toolset. Evidence- Engine/Plugins/Experimental/Toolsets/GameFeaturesToolset/Source/GameFeaturesToolset/Private/GameFeaturesToolset.h:91 RequestActivateGameFeature
|
◐No dedicated action; searched UGameFeaturesSubsystem; only via run_console_command or run_python. Evidence |
| Chaos Vehicle setup |
✓vehicle.* wheel assets, wheel setups, suspension on Chaos wheeled vehicles; needs ChaosVehicles plugin. Evidence |
✕Searched ChaosVehicle, WheeledVehicle, VehicleMovement in src, plugin, docs, skills. Evidence- no matches in src/, plugin/, docs/, skills/
|
✕Searched Toolsets for ChaosVehicle and WheeledVehicle; no tools found. Evidence- grep -iE 'ChaosVehicle|WheeledVehicle' over Engine/Plugins/Experimental/Toolsets: no hits
|
✓configure_vehicle adds and tunes UChaosWheeledVehicleMovementComponent when Chaos headers exist. Evidence |
✕Searched ChaosVehicle, Vehicle; only the ECC_Vehicle collision channel. Evidence |
◐Searched ChaosVehicle, WheeledVehicle: none; only generic blueprint.add_component and set_cdo_property. Evidence |
| Multi-client PIEConfigures net mode and client count and runs multi-client PIE. |
✓Multi-client PIE (Yes): editor.play numClients and netMode listen/client; per-world targeting client:N in other ops. PIE configuration (net mode, clients) (Yes): editor.play takes numClients, netMode and networkEmulation without changing saved prefs. |
✓Multi-client PIE (Yes): configure_pie sets numClients, netMode, separate server; list_pie_instances and pieInstance target clients. PIE configuration (net mode, clients) (Yes): configure_pie: numClients, netMode, single process, separate server, window size. |
◐Multi-client PIE (Partial): StartPIE has no client count, but it uses editor PlayIn settings; PlayNumberOfClients settable via ConfigSettings. - Engine/Plugins/Experimental/Toolsets/ConfigSettingsToolset/Source/ConfigSettingsToolset/Private/ConfigSettingsToolset.h:96 SetSectionProperties
- Engine/Source/Editor/EditorSettingsViewer/Private/EditorSettingsViewerModule.cpp:203 Editor/LevelEditor/PlayIn
- Engine/Source/Editor/UnrealEd/Private/PlayLevel.cpp:991 default EditorPlaySettings used when unset
- EditorAppToolset.cpp:899 StartPIE leaves Params.EditorPlaySettings unset
PIE configuration (net mode, clients) (Partial): StartPIE has no net options; net mode and clients settable via ConfigSettings Editor/LevelEditor/PlayIn. - Engine/Plugins/Experimental/Toolsets/EditorToolset/Source/EditorToolset/Private/EditorAppToolset.h:27 FPIESessionOptions
- EditorAppToolset.cpp:899 FRequestPlaySessionParams without EditorPlaySettings (defaults used)
- Engine/Plugins/Experimental/Toolsets/ConfigSettingsToolset/Source/ConfigSettingsToolset/Private/ConfigSettingsToolset.h:96 SetSectionProperties
|
◐Multi-client PIE (Partial): play has no client count or net mode; only generic set_preferences reflection on LevelEditorPlaySettings. PIE configuration (net mode, clients) (Partial): No net mode or client count on play; only via generic set_preferences on LevelEditorPlaySettings. |
✓Multi-client PIE (Yes): set_pie_settings sets net mode and 1 to 10 clients; PIEActorService targets server or client:N worlds. PIE configuration (net mode, clients) (Yes): EngineSettingsService Get/SetPIESettings with net mode, client count, single process. |
◐Multi-client PIE (Partial): start_pie is single in-viewport session only; client count only via run_python on PIE settings. PIE configuration (net mode, clients) (No): start_pie is in-viewport only; searched PlayNetMode, NumberOfClients, LevelEditorPlaySettings. |
| Smart Objects and AI perception authoringAuthors Smart Object definitions and AI perception configs. |
✓Smart Objects (Yes): Definition, slot, slot behavior and component ops; gated on SmartObjects engine plugin. AI perception authoring (Yes): ai.set_ai_perception sets sight, hearing, damage senses and dominant sense on AI controller BP. |
✓Smart Objects (Yes): create definition, add/set/remove/list slots, slot and default behaviors, add component. AI perception authoring (Yes): add_perception, configure_sense, remove_sense, read_perception with problem checks. |
◐Smart Objects (Partial): No SmartObject tools; SmartObjectDefinition is a DataAsset, so generic data_asset.create plus set_properties. - Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Public/SmartObjectDefinition.h:258 USmartObjectDefinition : UDataAsset
- Engine/Plugins/Experimental/Toolsets/EditorToolset/Content/Python/editor_toolset/toolsets/data_asset.py:16 create
- object.py:81 set_properties (instanced sub-objects supported)
AI perception authoring (Partial): No perception tools; add AIPerceptionComponent via actor.add_component, SensesConfig via set_properties. - Engine/Plugins/Experimental/Toolsets/EditorToolset/Content/Python/editor_toolset/toolsets/actor.py:392 add_component (actor or blueprint)
- object.py:81 set_properties (instanced sub-objects)
- Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h:218 SensesConfig Instanced
|
✓Smart Objects (Yes): Smart Object definition, slots, slot behavior and component actions. AI perception authoring (Yes): setup_perception: perception component, sight, hearing, damage configs, team. |
✕Smart Objects (No): Searched SmartObject across Source, skills, docs and Epic Toolsets; no matches. - rg -i SmartObject VibeUE: 0 relevant
- rg SmartObject Engine/Plugins/Experimental/Toolsets: 0 files
AI perception authoring (No): Searched AIPerception, Perception, sense config in VibeUE and Epic Toolsets; no matches. - rg -i Perception VibeUE: 0 relevant
|
✓Smart Objects (Yes): Smart Object definition CRUD, slots, behaviors, placement, validation. AI perception authoring (Yes): add_perception_component, configure sight/hearing/damage/touch senses, stimuli sources. |
| GAS live debugging (attributes, activation trace, snapshots)Reads and sets attributes, traces ability activation, and diffs ability-system state during play. |
◐GAS live attribute get/set (Partial): gas.set_attribute_base_value edits AttributeSet BP defaults; live PIE values only via python.execute. GAS ability activation trace (No): Searched gas.* and Source for TryActivateAbility, ability trace or runtime ASC ops; none. GAS state snapshot + diff (No): Searched for runtime ASC snapshot or diff (GetActiveAbilities, active effects); none, gas is asset only. |
✓GAS live attribute get/set (Yes): get/set_attribute and get/set_live_attribute_value on registered set instance. GAS ability activation trace (Yes): trace_ability_activation reports grant, tag, cooldown and cost blockers, optional activate. GAS state snapshot + diff (Yes): capture_gas_state, compare_gas_states with named change kinds, snapshot list/delete. |
◐GAS live attribute get/set (Partial): GetAttributeValues reads base and current values; no attribute set tool. - Engine/Plugins/Experimental/Toolsets/GASToolsets/Source/GASToolsets/Private/AbilitySystemInspectorToolset.h:102 GetAttributeValues
GAS ability activation trace (No): Only an is-active flag per granted ability; no activation trace or event log tool. - Engine/Plugins/Experimental/Toolsets/GASToolsets/Source/GASToolsets/Private/AbilitySystemInspectorToolset.h:78 bIsActive
GAS state snapshot + diff (Partial): Snapshot via attribute values, active effects, abilities and tags per actor; no diff tool. - Engine/Plugins/Experimental/Toolsets/GASToolsets/Source/GASToolsets/Private/AbilitySystemInspectorToolset.h:102 GetAttributeValues, :131 GetActiveTags
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◐GAS live attribute get/set (Partial): set_attribute_base_value edits AttributeSet CDO; live get/set only via execute_python. GAS ability activation trace (No): GAS domain is asset authoring only; searched TryActivateAbility, PlayWorld: 0 hits. - plugins/McpAutomationBridge/Source/McpAutomationBridge/Private/Domains/GAS/ (grep TryActivateAbility|PlayWorld|GetPIE: 0 hits)
GAS state snapshot + diff (No): No runtime ASC snapshot or diff; get_gas_info reports asset class data only. |
◐GAS live attribute get/set (Partial): Get only via Epic GetAttributeValues; no attribute set op in VibeUE. via Epic toolset. GAS ability activation trace (No): No activation trace; skill only shows try_activate_ability_by_class via Python then inspector reads. GAS state snapshot + diff (Partial): Snapshot via Epic AbilitySystemInspectorToolset; no diff. via Epic toolset. |
✓GAS live attribute get/set (Yes): gas.get_attribute_value and gas.set_attribute_value on live PIE actors, current or base. GAS ability activation trace (Yes): gas.trace_ability_activation dry runs CanActivateAbility and reports tag, cost, cooldown checks. GAS state snapshot + diff (Yes): gas.snapshot_gas_state and gas.compare_gas_states diff two snapshots. |
| Gameplay scaffolding (genre systems, online sessions)Generates starter gameplay systems and multiplayer session setup. |
◐Genre scaffolding (weapons, inventory, interactables) (Partial): interaction.* doors, chests, switches, destruction; game_framework rounds/teams; no weapon or inventory ops. Online sessions, split-screen and voice setup (Partial): session.host_lan_server and split screen add/remove local player; no online sessions or voice setup. |
✕Genre scaffolding (weapons, inventory, interactables) (No): Searched weapon, inventory, interactable, scaffold in docs, src, skills; no genre templates. Online sessions, split-screen and voice setup (No): Searched OnlineSubsystem, CreateSession, splitscreen, VoiceChat, VOIP in src, plugin, docs, skills. - no matches in src/, plugin/, docs/, skills/
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✕Genre scaffolding (weapons, inventory, interactables) (No): No weapon, inventory or interactable scaffolding tools in any toolset. - Tool listing of Engine/Plugins/Experimental/Toolsets/*: no genre templates
Online sessions, split-screen and voice setup (No): Searched Toolsets for OnlineSubsystem, session, split screen, voice; no tools found. - grep -iE 'OnlineSubsystem|SplitScreen|VoiceChat' over Engine/Plugins/Experimental/Toolsets: no hits
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✓Genre scaffolding (weapons, inventory, interactables) (Yes): manage_combat weapons/projectiles, manage_inventory items/crafting, doors, chests, levers. Online sessions, split-screen and voice setup (Yes): configure_session, LAN host/join, split screen local players, voice chat configuration. |
✕Genre scaffolding (weapons, inventory, interactables) (No): Searched weapon, inventory, interactable; only doc examples. MapBlockoutService is level blockout. Online sessions, split-screen and voice setup (No): Searched OnlineSubsystem, CreateSession, SplitScreen, Voice; no matches. - rg -i OnlineSubsystem|CreateSession|SplitScreen|Voice VibeUE: 0 relevant
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◐Genre scaffolding (weapons, inventory, interactables) (Partial): Basic only: scaffold_weapon_ability, interactable_actor BP template, inventory grid widget; no inventory system. Online sessions, split-screen and voice setup (No): Searched OnlineSession, CreateSession, split screen, VoiceChat; only PIE smoke session ids found. |
| Live AI state writes (blackboard, StateTree events)Changes blackboard keys and sends StateTree events during play. |
◐Live blackboard write (notifying) (Partial): Live blackboard dump is read only; live writes only via python.execute or object.call_function SetValueAs*. Live StateTree events/transitions (Partial): No live StateTree op; get_runtime_state marks StateTree brains absent; events only via python or call_function. |
✓Live blackboard write (notifying) (Yes): set_live_blackboard uses typed SetValueAs so key change observers fire. Live StateTree events/transitions (Yes): statetree read_runtime, send_event, request_transition on running trees. |
✕Live blackboard write (notifying) (No): No runtime blackboard component read or write tools found in AIModuleToolset. - Engine/Plugins/Experimental/Toolsets/AIModuleToolset/Content/Python/aimodule_toolset/toolsets/behavior_tree.py
Live StateTree events/transitions (No): StateTreeToolset reads editor data only; no runtime event send or transition tools. - Engine/Plugins/Experimental/Toolsets/StateTreeToolset/Content/Python/state_tree_toolset/toolsets/state_tree.py:14 get_editor_data
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◐Live blackboard write (notifying) (Partial): set_blackboard_value edits asset defaults only; runtime write only via execute_python or call_function. Live StateTree events/transitions (Partial): No StateTree event action (SendStateTreeEvent 0 hits); reachable only via execute_python. |
◐Live blackboard write (notifying) (Partial): No live blackboard op; only via execute_python_code on BlackboardComponent set_value_as_*. Live StateTree events/transitions (Partial): No live StateTree op; SendStateTreeEvent reachable only via Python or BP graph wiring. |
◐Live blackboard write (notifying) (Yes): ai.runtime_set_bb_value uses UBlackboardComponent SetValueAs* which notifies observers. Live StateTree events/transitions (Partial): runtime_send_st_event and runtime_get_st_active_states; no transition trace or history. |