Quickstart
Once your assistant is connected, there is nothing to run by hand. Describe what you want in plain language and your assistant does it in the editor.
1Check that your assistant is connected
The most common snag is an assistant that can’t reach the editor. Check these in order:
- The Unreal Editor is open with the plugin enabled. The PinWright Setup window shows a green Server listening line.
- You connected your assistant: you gave it the install prompt, clicked Install in that window, or added the config by hand. See Install.
- You restarted or reloaded your assistant after connecting it. Most assistants only read their config when they start.
Start them in any order
Clicking Install sets up the connection and its security, so your assistant finds the editor whether it or the editor started first. There is no reconnect step.2Ask for something
Talk to your assistant the way you would brief a teammate. It looks at what is already in your project, makes the change in the editor, and tells you what it did. For example, a Blueprint change:
exampleblueprint
You: In BP_Door, add an OnInteract event that plays Open and disables collision.
Done. BP_Door now has an OnInteract event that plays Open and turns off
collision. It compiles cleanly.Or a UI change:
examplewidget
You: In the pause menu, rename Resume to Continue and make it green.
Done. The Resume button in WBP_PauseMenu is now Continue, colored green.Other things you might ask:
| You ask | Area |
|---|---|
| “Create a BP_HealthComponent with a Health variable and a TakeDamage event.” | Blueprints |
| “Snapshot everything under /Game/UI so you know what widgets we have.” | Asset dumps |
| “What references BP_EnemyBase before I refactor it?” | Assets and content |
3Review and keep it
Your assistant makes real changes to real assets in your project. Look at what it did, keep what works, and roll back the rest with your version control. You decide what stays.