Asset Tools
Asset tools operate at the Unreal asset boundary: creating assets, inspecting asset-level metadata, and editing metadata. After creation, switch to the domain-specific tools for graph, member, parameter, or WidgetTree edits.
Recommended Flow
- Use
asset.createwhen the target asset does not exist. - Use
asset.inspectto confirm the asset kind and asset-level state. - Use
asset.editonly for metadata or enum-entry compatibility edits. - Continue with Blueprint, Material, PCG, or Widget tools for domain edits.
Tool Summary
| Tool | Purpose |
|---|---|
asset.create | Create supported Unreal assets. |
asset.inspect | Inspect an asset through the matching public domain surface. |
asset.edit | Edit asset-level metadata; enum entries are a compatibility case. |
asset.create
Creates a supported Unreal asset.
Parameters
| Field | Required | Notes |
|---|---|---|
kind | yes | blueprint, enum, material, materialFunction, pcgGraph, or widgetBlueprint. |
assetPath | yes | Destination Unreal asset path. |
parentClassPath | no | Blueprint parent class path; Blueprint defaults to Actor, WidgetBlueprint defaults to UserWidget. |
parentClass | no | Compatibility alias for parent class. |
entries | no | Enum entries for kind: enum. |
displayNames | no | Enum display names keyed by entry name. |
args | no | Optional kind-specific argument envelope. |
dryRun | no | Validate without applying. |
returnDiff | no | Include diff when supported. |
returnDiagnostics | no | Defaults to true. |
expectedRevision | no | Optimistic mutation guard when supported. |
Next Step
Use asset.inspect, then switch to the domain tool: blueprint.*, material.*, pcg.*, or widget.*.
asset.inspect
Inspects an asset through its public domain surface.
Parameters
| Field | Required | Notes |
|---|---|---|
kind | yes | Same kind set as asset.create. |
assetPath | yes | Unreal asset path. |
view | no | PCG or WidgetTree view: overview, pins, links, defaults, full, outline, layout, or details. |
filter | no | nodeIds, names, or fuzzy text, depending on asset kind. |
page | no | limit and cursor for paged graph results. |
includeConnections | no | Material connection detail. |
nodeIds | no | Material expression ids. |
Use When
Use this when the asset kind is known but the next step depends on asset-level metadata or routing to the correct domain tool.
asset.edit
Edits asset metadata. updateEntries remains for enum entry compatibility, but general asset editing should be metadata-only.
Parameters
| Field | Required | Notes |
|---|---|---|
assetPath | yes | Unreal asset path. |
operation | yes | updateMetadata or updateEntries. |
kind | no | Required only for enum compatibility updateEntries. |
metadata | no | String metadata key/value pairs to set. |
removeKeys | no | Metadata keys to remove. |
clearMetadata | no | Remove all current metadata before applying new values. |
entries | no | Enum entries for updateEntries. |
displayNames | no | Enum display names keyed by entry name. |
args | no | Optional operation envelope. |
dryRun | no | Validate without applying. |
returnDiff | no | Include diff when supported. |
returnDiagnostics | no | Defaults to true. |
expectedRevision | no | Optimistic mutation guard when supported. |
Boundary
Do not use asset.edit for graph nodes, Blueprint members, PCG parameters, or WidgetTree hierarchy. Use the matching domain tool for those changes.