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.

  1. Use asset.create when the target asset does not exist.
  2. Use asset.inspect to confirm the asset kind and asset-level state.
  3. Use asset.edit only for metadata or enum-entry compatibility edits.
  4. 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.


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