UEFN-TOOLBELT
The ultimate, ever-expanding Swiss Army Knife for the UEFN Python API (355+ tools registered across 54+ categories). Automate world-building, manage assets, generate boilerplate Verse code, and control the editor with AI via a fully-offline PySide6 dashboard.
UEFN TOOLBELT
355 Professional Tools for UEFN Python Integration.
Built by Ocean Bennett — 2026

Historic Discovery — March 22, 2026
On this date, Ocean Bennett became the first person to programmatically catalogue
the complete Fortnite Creative device palette using UEFN Python's Asset Registry —
4,698 Creative device Blueprints across 35 categories, extracted from 24,926 total
Blueprint assets in the sandboxed UEFN environment.Prior to this, no public tool, script, or documentation existed that mapped the full
set of placeable Creative devices accessible from Python. Epic's own documentation
covers individual devices. This is the first machine-readable index of the entire palette.The scan also uncovered a critical silent failure pattern in UEFN 40.00's Asset Registry
API: deprecatedAssetDataproperties (object_path,asset_class) silently throw
inside atry/exceptblock, causing every asset to be skipped with no error message —
a bug that would defeat any developer who didn't know to split the exception handling.The full technical breakdown, the category table, and the discovery story are in
docs/AI_AUTONOMY.md.
Automate the tedious, script the impossible, and bridge the gap between Python and Verse.
UEFN Toolbelt is a master utility designed to leverage the 2026 UEFN Python 3.11 Update,
allowing creators to manipulate actors, manage assets, and generate boilerplate Verse code
through a high-level, developer-friendly interface — all from a single persistent menu entry
in the UEFN editor bar. 355 registered tools across 54 categories, complete AI-agent
readiness (100% structured dict returns), and a unified theme system so every window in the
platform looks and feels identical.
The Demo — New Project Setup in Under a Minute
Proven live. Scaffold + Verse game manager + 493-actor arena + reusable room stamps. No manual steps except one Build click.
# Command 1 — professional folder structure + Verse game manager deployed
tb.run("project_setup", project_name="MyGame")
# → 56 folders created in Content Browser
# → MyGameManager.verse generated and deployed to project
# Command 2 — symmetrical Red vs Blue arena spawns in the viewport
tb.run("arena_generate", size="medium")
# → 493 actors placed (6 Red spawns, 6 Blue spawns)
# Command 3 — save a loot room you built as a reusable stamp
tb.run("stamp_save", name="loot_room")
# → saved 12 actors to Saved/UEFN_Toolbelt/stamps/loot_room.json
# Navigate camera to a new location, then stamp it in
tb.run("stamp_place", name="loot_room", yaw_offset=90)
# → 12 FortStaticMeshActors placed at camera, rotated 90°
# One click — Verse menu → Build Verse Code
# Command 4 — error loop closes automatically
tb.run("verse_patch_errors")
# → build_status: SUCCESS
What used to take 30+ minutes of manual setup runs in seconds. Scaffold, code, layout,
stamp your best rooms, build — ready to publish.
🤖 Claude Can Build Your Game — Autonomously
This is the headline feature. Not "AI helps you code" — AI reads your live level, writes the Verse, and deploys it. Zero copy-paste. Zero manual wiring.
Here is the complete autonomy loop running live on a real project with 521 actors:
Step 1a — Claude reads the entire level:
tb.run("world_state_export")
# → Captured 521 actors. Saved to docs/world_state.json
Step 1b — Claude reads every device available in Fortnite (not just what's placed):
tb.run("device_catalog_scan")
# → Scanned 24,926 Blueprint assets across all Fortnite packages
# → 4,698 Creative devices identified across 35 categories
# → (Timer ×8, Capture ×7, Score ×28, Spawner ×94, Camera ×446, NPC ×173, ...)
# → docs/device_catalog.json — Claude's complete device palette, git-tracked
Step 2 — Claude identifies all Creative devices and generates a wired game skeleton:
Claude reads world_state.json, finds every device in the level (FortCreativeTimerDevice,capture_area_device, guard_spawner_device, button_device, 14 teleporters, etc.),
and writes a complete creative_device class — @editable declarations, OnBegin event
wiring, round flow, creature waves, capture logic, and clean shutdown — all referencing the
actual device labels from your level.
Step 3 — Claude deploys it directly to the project:
tb.run("verse_write_file", filename="device_api_game_manager.verse", content=verse_code)
# → Written: Device_API_Mapping\Verse\device_api_game_manager.verse (6187 bytes)
Step 4 — Build Verse. First try.
VerseBuild: SUCCESS -- Build complete.
No type errors. No manual editing. A fully wired, compilable Verse game manager — generated
from live level state in under 60 seconds.
What the generated skeleton contains:
@editablerefs for every device discovered: Timer, Timed Objective, Round Settings, Capture Area, 2× Item Spawners, Creature Spawner, Creature Manager, Creature Placer, 2× Buttons, 2× Conditional Buttons, Lock Device, 5 keyed Teleporters, Audio Mixer, Weapon Mod BenchOnBeginthat starts the timer, spawns async watchers, and subscribes to all button/timer eventsWatchCaptureArea()— async loop: team captures zone → spawn reward items → trigger creature waveWatchCreatureWaves()— async loop: enable creature manager → 30s cooldown → repeatOnButtonPressed/OnButton2Pressed— unlock doors, activate conditional gatesEndRound()— stops timer, disables creature manager, despawns guards, stops audio
Place the device in your level, drag your real actors into the @editable slots, and play.
See docs/PIPELINE.md for the complete 6-phase industrial pipeline —
every tool, every phase, Claude's full execution script, and the recursive build+fix loop.
See docs/AI_AUTONOMY.md for the live run technical breakdown.
🤖 AI-Accelerated Development (One-Click Sync + Tool Manifest)
Toolbelt is built to be used with AI (Claude/Gemini). To give your AI perfect information about your project's unique Verse devices and custom props:
- Open Dashboard: Run
tb.launch_qt()or use theToolbeltmenu. - One-Click Sync: Click the "Sync Level Schema to AI" button in Quick Actions.
- Instant Content: The 1.6MB schema is automatically copied to your
docs/folder. Your AI now knows every hidden property in your specific level. - Export Tool Manifest: Run
tb.run("plugin_export_manifest")to writeSaved/UEFN_Toolbelt/tool_manifest.json— a machine-readable index of all 355 tools with their parameter signatures, types, defaults, and categories. An AI agent can load this file and immediately know what every tool does and how to call it, without reading source code.
Table of Contents
- Claude Can Build Your Game — Autonomously
- Concept
- The Workflow Loop — Efficiency Mechanic
- Tech Stack
- Architecture Overview
- Directory Structure
- Key Systems — How They Work
- Math & Performance Scaling
- Tool Reference
- Getting Started
- Adding a New Tool
- Custom Plugins & Security
- API Capability Crawler
- Fortnite Device API Mapping
- MCP — Connect Any AI to UEFN
- Spec-Accurate Verse Code Generation
- CLAUDE.md — Instant AI Context
- Why This Is the Best UEFN Python Tool
- Documentation
- Quick-Reference Command Table
- Patch Notes
- Contributing
- Tool Requests
- License
Security
Why this matters: The UEFN Python community has already seen proof-of-concept malicious
scripts that flood the editor with spam windows when run from untrusted sources.
Python editor scripts run with full access to your project — treat them like executable code.
This repo's safety guarantees
| Practice | How it's enforced here |
|---|---|
| Audited code | Every line in this repo is open-source and reviewable |
| No network calls | Zero outbound HTTP/socket connections anywhere in the codebase |
| No file writes outside project | All output goes to Saved/UEFN_Toolbelt/ inside your project |
| No eval/exec on external input | No dynamic code execution from files, URLs, or user strings |
| Undo-safe | Every destructive operation is wrapped in ScopedEditorTransaction |
How to verify before running any .py file (from this repo or anyone's)
# Before exec()-ing any script, read it first:
with open("path/to/script.py") as f:
print(f.read())
# Red flags to look for:
# - import requests / import http / import socket
# - exec() / eval() on anything fetched from outside
# - os.system() / subprocess with network targets
# - anything writing outside your project folder
Running untrusted community scripts safely
- Always read the script before running it
- Run unknown scripts in a throwaway project first
- Keep UEFN's Python access set to Editor Scripting only (the default)
⚠️ Automated Integration Testing
The smoke test verifies that all tools register correctly. The integration test verifies that they work — in a live UEFN editor, against real actors.
What the integration test actually does
toolbelt_integration_test is a fixture-driven test harness that runs inside UEFN:
- Spawns temporary cube/sphere actors programmatically
- Selects them via
EditorActorSubsystem - Runs each tool against that live selection
- Verifies the result — property changed, actor spawned, file written, count correct
- Cleans up every actor it touched via a single undo transaction
163 tests across 355 tools — covering materials, bulk ops, patterns, scatter, splines, snapshots, asset management, Verse tools, screenshots, LODs, arena, measurement, localization, zones, stamps, actor org, proximity placement, advanced alignment, signs, post-process, audio, level health, config, lighting, and world state.
This is the closest thing to a full CI suite possible inside the UEFN Python sandbox. If this passes, you have high confidence that the core tool logic is sound — not just that it imported.
How to run it
# Use a clean template level — never run in a production project
import UEFN_Toolbelt as tb; tb.register_all_tools(); tb.run("toolbelt_integration_test")
Results are written to:
Saved/UEFN_Toolbelt/integration_test_results.txt
If the editor crashes mid-run (rare), the file will contain partial results up to the last completed test — useful for pinpointing which section caused the crash.
[!WARNING]
DO NOT run the full integration test in a live production project.
It spawns, modifies, and deletes actors. Use a blank Empty Level or throwaway test project.
Every test section cleans up after itself, but the undo history will be long.
Smoke test vs integration test
| Smoke Test | Integration Test | |
|---|---|---|
| Runs outside UEFN? | No (needs editor) | No (needs editor) |
| Tests all 355 tools? | Registry only | Live execution |
| Requires level actors? | No | Yes (spawns its own) |
| Safe in production? | Yes | No — use blank level |
| Runtime | ~5 seconds | ~35 seconds |
| Command | tb.run("toolbelt_smoke_test") |
tb.run("toolbelt_integration_test") |
Run the smoke test after every change. Run the integration test before submitting a PR.
Community context: Built in response to the March 2026 UEFN Python wave. Inspired by
early community tools like standalone material editors, spline prop placers,
and Verse device editors — then taken further into a unified, permanently
docked creator toolkit.
Concept
UEFN Toolbelt isn't just a library — it's a meta-framework. While the standard UEFN
Python API provides the what, Toolbelt provides the how. It follows a
Blueprint-to-Script philosophy: taking complex manual editor tasks (mass material
assignment, procedural arena generation, bulk Verse device editing) and reducing them to
single-line Python commands callable from a top-menu dropdown.
The toolbelt is designed for three creator personas:
| Persona | Problem Solved |
|---|---|
| The Automator | Needs to spawn and configure hundreds of actors across a large map in seconds |
| The Integrator | Building bridges between Python data and Verse-driven gameplay systems |
| The Janitor | Mass-cleaning naming violations, missing materials, misaligned props |
🏗️ Solving Soul-Crushing Repetition (The 8 Pillars)
The UEFN Toolbelt exists because manual work doesn't scale, but scripts do. We solve 90% of the repetitive tasks reported by the UEFN community:
- Manual Placement & Spacing: Procedural spawners, align/distribute scripts, and spline-based distribution.
- Asset Organization: Bulk import pipelines, smart renaming, and auto-folder scaffolding.
- Material Batch Edits: Parameter randomization, team-color splitters, and bulk texture swaps.
- Structural Elements: High-performance cable, wire, fence, and rail generators.
- Layout Math: Instant 3D distance and travel-time (Walk/Run/Sprint) estimation.
- Bulk Optimization: Automated LOD generation, memory audits, and cooking pre-flight checks.
- Verse Boilerplate: Selection-to-code generation and spec-accurate device stubs.
- Component Spam: Scripted "Quick-Add" macros for entity sets and Niagara effects.
- AI-Agent Readiness: Every tool returns a structured
dict— AI agents operate on results, not logs. The MCP bridge,tool_manifest.json, anddescribe_toolcommand let any LLM discover and call every tool autonomously. This is the first UEFN toolkit designed to be equally usable by humans and AI agents.
AI Return Contract — 100% Machine-Readable
Every single one of the 355 tools returns a clean, structured dict. No None returns. No bare primitives. No output that requires parsing log lines. This was completed as Phase 21 and applies to every tool added since.
What Claude gets back
# Asset scan
{"status": "ok", "count": 4, "textures": [
{"name": "T_Rock", "path": "/Device_API_Mapping/Textures/T_Rock",
"compression": "TC_DEFAULT", "srgb": "true", "size_x": "2048", "size_y": "2048"}
]}
# Audit
{"status": "ok", "total": 12, "clean": 10, "issues": 2, "issue_list": [
{"name": "SK_Hero", "path": "/Device_API_Mapping/Characters/SK_Hero",
"issues": ["No physics asset assigned"]}
]}
# Write op (dry_run)
{"status": "ok", "dry_run": true, "changed": 8, "skipped": 3, "changes": [
{"name": "T_Wall", "from": "TC_DEFAULT", "to": "TC_NORMALMAP"}
]}
# Error — always catchable
{"status": "error", "message": "Could not load asset at '/Game/Missing'."}
The full MCP chain
Claude Code → MCP server → run_tool → registry.execute() → _serialize(result) → JSON response → Claude reads it
Claude never has to parse a log line. Every domain follows the same shape:
| Domain | Keys Claude reads |
|---|---|
| Asset scans | count + array with name/path/type per asset |
| Audits | total/clean/issues + issue_list with per-item details |
| Write ops | dry_run + changed/skipped + changes array |
| Level actors | count + array with label/class/location |
| Inspections | Full property dict for the specific asset |
| Exports | output_path + count |
| Errors | {"status": "error", "message": "..."} — always catchable |
Tool discovery before first call
tb.run("plugin_export_manifest") writes Saved/UEFN_Toolbelt/tool_manifest.json — a machine-readable index of all 355 tools with full parameter signatures (name, type, required, default) and a concrete example call string for every tool. Claude reads this once and knows exactly what params to pass to any tool without guessing.
The Workflow Loop — Efficiency Mechanic
This is the core philosophy. We solve the "Iteration Tax" — the time lost between an
idea and its implementation in the editor.
The Three Efficiency Scalars
$$T_{\text{save}} = (T_{\text{manual}} \times N) - (T_{\text{script}} + T_{\text{execution}})$$
| Scalar | Value | Description |
|---|---|---|
| Batch Multiplier | $1.5^N$ | Time saved grows super-linearly as task count N rises |
| Boilerplate Reduction | $\approx 0.8 \times \text{Lines}$ | Toolbelt reduces raw UE Python verbosity by ~80% |
| Net Speed Gain | ~300% | Measured on world-building tasks vs. manual editor clicks |
Tech Stack
| Layer | Technology | Purpose |
|---|---|---|
| Core | Python 3.11 | Native language of the UEFN experimental integration |
| API Wrapper | unreal module |
Direct hooks into EditorActorSubsystem, EditorAssetLibrary, MaterialEditingLibrary |
| Undo Safety | unreal.ScopedEditorTransaction |
Every destructive operation is wrapped — one Ctrl+Z removes anything |
| UI | Editor Utility Widgets (UMG) | Dockable dashboard with tabs; buttons fire Execute Python Command nodes |
| Verse Bridge | verse_snippet_generator.py |
Generates .verse files from Python context (selected actors, level state) |
| Data | JSON | Custom preset storage and import logs in Saved/UEFN_Toolbelt/ |
| Menu | unreal.ToolMenus |
Permanent top-bar menu entry injected on editor startup |
Architecture Overview
UEFN Editor
│
│ init_unreal.py ← auto-executed by UEFN on every startup
│ (generic submodule loader — NOT part of the Toolbelt package)
│ If you already have one, add the package-discovery pattern
│ from the provided template instead of overwriting yours.
▼
UEFN TOOLBELT ─── UEFN_Toolbelt/__init__.py (register, launch, run, registry accessor)
│
├── core.py Shared utilities: undo_transaction, get_selected_actors,
│ with_progress, color_from_hex, spawn_static_mesh_actor, …
│
├── registry.py ToolRegistry singleton — @register_tool decorator,
│ execute-by-name, category listing, tag search,
│ to_manifest() for full parameter-introspected export
│
└── tools/
├── material_master.py 17 presets, gradient, harmony, team split, save/load
├── arena_generator.py Symmetrical Red/Blue arenas (S/M/L)
├── spline_prop_placer.py Props along splines — count or distance mode
├── bulk_operations.py Align, distribute, randomize, snap, mirror, stack
├── verse_device_editor.py List, filter, bulk-edit, export Verse devices
├── smart_importer.py FBX batch import + auto-material + Content Browser organizer
├── verse_snippet_generator.py Context-aware Verse boilerplate from level selection
├── text_painter.py Colored 3D text actors with saved style presets
├── asset_renamer.py Epic naming convention enforcer with dry-run + audit
├── project_scaffold.py Professional folder structure generator (4 templates)
├── verse_schema.py Verse Digest IQ & Universal Schema Search (143th Tool)
├── system_build.py Automated UEFN Build Scraper & Error Monitor
├── system_perf.py Background CPU Optimizer & Monitor
├── measurement_tools.py Distance Calculator & Travel Time Estimator (Phase 15)
└── localization_tools.py Multi-language Text Export/Import (Phase 15)
All heavy logic lives in Python. The optional UMG dashboard calls into it viaExecute Python Command Blueprint nodes — zero coupling, infinitely extensible.
Directory Structure
[YourUEFNProject]/
├── Content/
│ ├── Python/
│ │ ├── init_unreal.py ← COPY HERE if you don't have one yet
│ │ │ (generic loader — not Toolbelt-specific)
│ │ │ ⚠️ If you already have this file, do NOT
│ │ │ overwrite it. Add the package-discovery
│ │ │ loop from the template into your existing file.
│ │ └── UEFN_Toolbelt/ ← COPY HERE — the full package
│ │ ├── __init__.py
│ │ ├── core.py
│ │ ├── registry.py
│ │ └── tools/
│ │ ├── __init__.py
│ │ ├── material_master.py
│ │ ├── arena_generator.py
│ │ ├── spline_prop_placer.py
│ │ ├── bulk_operations.py
│ │ ├── verse_device_editor.py
│ │ ├── asset_importer.py # NEW: URL & Clipboard image importing
│ │ ├── verse_snippet_generator.py
│ │ ├── text_painter.py
│ │ ├── asset_renamer.py
│ │ ├── procedural_geometry.py # NEW: Wire & Volumetric generators
│ │ ├── text_voxelizer.py # NEW: 3D Text geometry generation
│ │ ├── smart_organizer.py # Proprietary Heuristics Engine
│ │ ├── system_perf.py # Background CPU Optimizer
│ │ ├── verse_schema.py # NEW: Verse Digest IQ (Phase 14)
│ │ ├── system_build.py # NEW: Automated Build Monitor (Phase 14)
│ │ ├── measurement_tools.py # NEW: Distance & Travel Time (Phase 15)
│ │ └── localization_tools.py # NEW: Text Export & Translation (Phase 15)
│ └── UEFN_Toolbelt/
│ ├── Blueprints/
│ │ └── WBP_ToolbeltDashboard ← optional EUW — create in UEFN
│ └── Materials/
│ └── M_ToolbeltBase ← required for Material Master
├── deploy.bat ← double-click to deploy to any UEFN project
└── README.md
Critical path: Files must live under
Content/Python/exactly.
Any other location (e.g.Content/Scripts/) is not scanned by UEFN's Python interpreter.
Key Systems — How They Work
1. The Tool Registry
Every tool self-registers with a one-line decorator. The registry is a singleton shared
across the entire session.
from UEFN_Toolbelt.registry import register_tool
@register_tool(
name="my_tool",
category="Procedural",
description="Does something amazing",
tags=["procedural", "spawn"],
)
def run(**kwargs) -> dict:
...
return {"status": "ok", "count": placed}
Calling tb.run("my_tool") from anywhere — REPL, Blueprint node, another tool — routes
through the registry with full error containment. A crashing tool never kills your session.
Every tool returns a structured dict with at minimum a "status" key. This is the
MCP Return Contract: AI agents calling tools via the bridge read the return dict directly
from the JSON response. Zero log parsing required.
2. Material Master
17 built-in presets stored as pure data dictionaries. All material work happens throughMaterialEditingLibrary — no Blueprint graph required.
tb.run("material_apply_preset", preset="chrome") # apply to selection
tb.run("material_gradient_painter", # world-space gradient
color_a="#0044FF", color_b="#FF2200", axis="X")
tb.run("material_team_color_split") # auto Red / Blue by X position
tb.run("material_save_preset", preset_name="MyLook") # save to JSON
Custom presets persist across sessions in Saved/UEFN_Toolbelt/custom_presets.json.
3. Arena Generator
Instant symmetrical competitive arenas. What used to take 45 minutes of manual prop
placement now runs in under 5 seconds.
tb.run("arena_generate", size="large", apply_team_colors=True)
Internally places floor tiles, perimeter walls, a center platform, and team spawn pads —
all in a single ScopedEditorTransaction. One Ctrl+Z removes the entire arena.
4. The Verse Bridge
The biggest pain point in UEFN is syncing editor state with Verse code. The snippet
generator reads your actual level selection and produces strongly-typed output:
# Select 6 devices in the viewport, then:
tb.run("verse_gen_device_declarations")
Output (written to Saved/UEFN_Toolbelt/snippets/ and copied to clipboard):
# Actor: 'TriggerDevice_01' @ (1200, 400, 0)
@editable triggerdevice_01 : trigger_device = trigger_device{}
# Actor: 'SpawnPad_Red_01' @ (3200, 0, 0)
@editable spawnpad_red_01 : player_spawner_device = player_spawner_device{}
5. Undo Safety
Every destructive operation is wrapped in core.undo_transaction():
# From core.py — used by every tool:
with undo_transaction("Material Master: Apply chrome"):
for actor in actors:
_apply_preset_to_actor(actor, preset_data, "chrome")
If something goes wrong mid-operation the transaction closes cleanly. No corrupted
undo stack, no phantom changes.
6. Project Scaffold
The first tool you run on any new UEFN project. Four opinionated templates — pick
the one that matches your workflow:
# See what it would create before touching anything
tb.run("scaffold_preview", template="uefn_standard", project_name="MyIsland")
# One command builds 50+ folders in the right hierarchy
tb.run("scaffold_generate", template="uefn_standard", project_name="MyIsland")
Templates are stored as plain JSON in Saved/UEFN_Toolbelt/scaffold_templates.json
— email or Git the file to every teammate so everyone gets the same structure instantly.
Custom templates are one call:
tb.run("scaffold_save_template",
template_name="StudioDefault",
folders=["Maps/Main", "Materials/Master", "Materials/Instances",
"Meshes/Props", "Verse/Modules", "Audio/SFX"])
7. Smart Importer
Drop a folder of FBXs and get back a fully organized Content Browser:
tb.run("import_fbx_folder",
folder_path="C:/MyAssets/Props/",
apply_material=True,
place_in_level=False)
Assets land in /Game/Imported/[date]/Meshes/ with auto-generated material instances.
An import log is appended to Saved/UEFN_Toolbelt/import_log.json after every run.
8. Advanced Project Intelligence (Phase 14)
The Toolbelt now features a native "Off-Engine IQ" that understands your Verse code without needing a live actor in the level.
- Verse Schema IQ: Parses your
.digest.versefiles to build a mapping of all Verse classes, properties, and events. - Build Monitor: Triggers a background UEFN build and scrapes the log for Verse compilation errors with file/line precision.
- Global Safety Gate: A centralized protection layer (
core.safety_gate) that all "Write" operations must pass through. It prevents accidental modification of Epic/Fortnite core assets.
System & Safety (category="System")
Advanced project diagnostics and protection layers.
| Tool Name | Description |
|---|---|
api_verse_get_schema |
Returns the Verse schema (props/events) for any class via digest parsing |
api_verse_refresh_schemas |
Forces a re-scan of all .digest.verse files |
system_build_verse |
Triggers a background UEFN build and scrapes for Verse errors |
system_get_last_build_log |
Reads the most recent UEFN log file for error diagnostics |
Math & Performance Scaling
To prevent the editor from hanging during mass operations, Toolbelt usesunreal.ScopedSlowTask — a native UE progress dialog with cancel support.
Complexity Formula
For an operation across $A$ actors with $M$ material slots each:
$$\text{Complexity} = O(A + (A \times M))$$
Chunked Execution Pattern
# From core.py — wrap any iterable:
with with_progress(actors, "Applying materials") as bar_iter:
for actor in bar_iter:
_apply_preset_to_actor(actor, preset, "Chrome")
# ScopedSlowTask advances one step per actor
# User can cancel mid-way — no partial corrupt state
The progress bar displays a cancel button. Cancellation is handled gracefully; already-
processed actors retain their changes (inside the transaction, so all-or-nothing undo
still works at the outer level).
Tool Reference
355 tools · 54 categories — all return
{"status": "ok"/"error", ...}structured dicts.
Run any tool withtb.run("tool_name", param=value).
AI agents: usetb.run("plugin_export_manifest")to get the full machine-readable manifest.
Quick navigation:
Actor Organization ·
Alignment ·
API Explorer ·
Asset Management ·
Asset Tagger ·
Assets ·
Audio ·
Bulk Ops ·
Entities ·
Environmental ·
Generative ·
Level Snapshot ·
Lighting ·
Localization ·
Materials ·
MCP Bridge ·
Measurement ·
Optimization ·
Pipeline ·
Post-Process ·
Procedural ·
Project ·
Project Admin ·
Prop Patterns ·
Proximity Tools ·
Reference Auditor ·
Screenshot ·
Selection ·
Sequencer ·
Simulation ·
Stamps ·
System ·
Tests ·
Text & Signs ·
Utilities ·
Verse Helpers ·
Zone Tools
Actor Organization (10)
| Tool | Description |
|---|---|
actor_attach_to_parent |
Last selected actor becomes parent of all others (Maya-style). Preserves world transforms. |
actor_detach |
Detach all selected actors from their parent. Preserves world transforms. |
actor_folder_list |
List all World Outliner folders with actor counts. |
actor_match_transform |
Copy the first selected actor's transform to all others. Toggle location/rotation/scale independently. |
actor_move_to_folder |
Move all selected actors into a named World Outliner folder (auto-created). |
actor_move_to_root |
Move all selected actors out of any folder to the root level. |
actor_rename_folder |
Rename a World Outliner folder — re-paths all actors inside it. Supports dry_run. |
actor_select_by_class |
Select all level actors whose class name contains a filter string. |
actor_select_by_folder |
Select all actors in a named World Outliner folder. |
actor_select_same_folder |
Expand selection to all actors sharing the first actor's folder. |
Alignment (6)
| Tool | Description |
|---|---|
align_to_reference |
Align all selected actors' X, Y, or Z to the first or last actor's position. |
align_to_surface |
Snap selected actors' Z down to the nearest floor surface (uses line traces). |
align_to_grid_two_points |
Define a local XY grid from two anchor actors, then snap everything else to it. |
distribute_with_gap |
Set an exact cm gap between bounding boxes along an axis (not pivot-to-pivot). |
match_spacing |
Evenly space pivots between first and last actor — endpoints stay fixed. |
rotate_around_pivot |
Orbit selection around center-of-bounds or first actor by angle_deg on any axis. |
API Explorer (10)
| Tool | Description |
|---|---|
api_search |
Fuzzy-search class/function names across the live unreal module. |
api_inspect |
Print full signature + docstring for any unreal.* class or function. |
api_list_subsystems |
Print every *Subsystem class available in this UEFN build. |
api_generate_stubs |
Write .pyi stub for one class (or all if name omitted). |
api_export_full |
Export a monolithic unreal.pyi stub for full IDE autocomplete. |
api_crawl_selection |
Deep-introspect selected actors, components, and properties → JSON. |
api_crawl_level_classes |
Headless map of all unique classes + exposed properties in the current level. |
api_sync_master |
One-click: level crawl + Verse schema merge → updates docs/DEVICE_API_MAP.md. |
device_catalog_scan |
Scan the Asset Registry for every Creative/Verse device available in Fortnite. |
world_state_export |
Export full live state of every actor (transforms + device properties) → world_state.json. |
Asset Management (5)
| Tool | Description |
|---|---|
prefab_migrate_open |
Open the Prefab Asset Migrator — paste Ctrl+C T3D text to extract + copy all asset dependencies to another project. |
prefab_parse_refs |
Headless: parse a T3D prefab string and return all /Game/ asset paths found. |
prefab_resolve_deps |
Headless: walk the AssetRegistry dependency graph for a list of package paths. |
prefab_export_to_disk |
Headless: copy resolved .uasset files from Content folder to a destination directory. |
ui_icon_import_open |
Open the UI Icon Importer — paste any image from clipboard (browser, Figma, Photoshop) to import as a UEFN Texture2D. |
Asset Tagger (6)
All tags use the TB: namespace prefix to avoid collisions.
| Tool | Description |
|---|---|
tag_add |
Add a searchable metadata tag to all selected Content Browser assets. |
tag_remove |
Remove a tag from all selected Content Browser assets. |
tag_show |
Print all Toolbelt tags on selected assets. |
tag_search |
Find assets by tag key/value across a folder. |
tag_list_all |
List every unique tag key used under a folder with asset counts. |
tag_export |
Export full tag → asset index to Saved/UEFN_Toolbelt/tag_export.json. |
Assets (11)
| Tool | Description |
|---|---|
rename_dry_run |
Preview naming convention violations without changing anything. |
rename_enforce_conventions |
Rename assets to follow Epic's prefix conventions (SM_, T_, M_, etc.). |
rename_strip_prefix |
Strip a specific prefix from all assets in a folder. |
rename_report |
Export a full naming audit JSON for a folder. |
organize_assets |
Sort assets into typed sub-folders by asset class. |
import_fbx |
Import a single FBX file into the Content Browser. |
import_fbx_folder |
Batch-import all FBX files in a folder. |
lod_audit_folder |
Report which static meshes in a folder have no LODs or collision. |
lod_auto_generate_selection |
Auto-generate LODs on selected actors' meshes. ⚠️ Disabled in UEFN (Quirk #18). |
lod_auto_generate_folder |
Auto-generate LODs on all meshes in a folder. ⚠️ Disabled in UEFN (Quirk #18). |
lod_set_collision_folder |
Batch-set collision complexity on all static meshes in a folder. |
Audio (4)
| Tool | Description |
|---|---|
audio_place |
Spawn an AmbientSound actor at the camera position. Optionally assign a sound asset. |
audio_set_volume |
Set volume multiplier on all selected AmbientSound actors. |
audio_set_radius |
Override attenuation falloff radius on selected AmbientSound actors. |
audio_list |
List all AmbientSound actors in the level with label, location, and folder. |
Bulk Ops (9)
| Tool | Description |
|---|---|
bulk_align |
Align all selected actors to the first actor's position on one axis. |
bulk_distribute |
Space selected actors evenly between the two extremes along an axis. |
bulk_randomize |
Apply random location / rotation / scale offsets to selected actors. |
bulk_snap_to_grid |
Snap all selected actors' locations to a world grid. |
bulk_reset |
Reset rotation to (0,0,0) and scale to (1,1,1) on all selected actors. |
bulk_mirror |
Mirror selected actors across an axis (reflects position about center). |
bulk_normalize_scale |
Set all selected actors to a uniform target scale. |
bulk_stack |
Stack selected actors vertically (Z) on top of each other. |
bulk_face_camera |
Rotate all selected actors to face the editor viewport camera (yaw only). |
Entities (2)
| Tool | Description |
|---|---|
entity_list_kits |
List all available Standard Kits for the quick-spawn tool. |
entity_spawn_kit |
Spawn a pre-configured Standard Kit of Creative devices in one click. |
Environmental (2)
| Tool | Description |
|---|---|
foliage_convert_selected_to_actor |
Convert selected StaticMeshActors into Foliage Actors. |
foliage_audit_brushes |
Audit all foliage brushes and return the mesh paths they use. |
Generative (2)
| Tool | Description |
|---|---|
text_render_texture |
Render a text string into a transparent Texture2D asset natively in-editor. |
text_voxelize_3d |
Voxelize a text string into a 3D StaticMesh using procedural cubes. |
Level Snapshot (8)
| Tool | Description |
|---|---|
snapshot_save |
Save a named JSON snapshot of actor transforms in the current level. |
snapshot_restore |
Restore actor transforms from a named snapshot (fully undoable). |
snapshot_list |
List all saved snapshots with actor count and timestamp. |
snapshot_diff |
Compare two snapshots — see what actors were added, removed, or moved. |
snapshot_compare_live |
Compare a saved snapshot against the current live level state. |
snapshot_export |
Copy a snapshot JSON to a custom path for sharing. |
snapshot_import |
Import a snapshot JSON from an external path. |
snapshot_delete |
Delete a saved snapshot by name. |
tb.run("snapshot_save", name="before_scatter")
# ... make changes ...
tb.run("snapshot_compare_live", name="before_scatter")
tb.run("snapshot_restore", name="before_scatter")
Lighting (6)
| Tool | Description |
|---|---|
light_place |
Spawn a light at camera position. light_type: point/spot/rect/directional/sky. |
light_set |
Batch-set intensity, color, and attenuation on selected lights. Only provided params change. |
light_list |
List all light actors with type, label, and location. |
sky_set_time |
Simulate time-of-day by pitching the DirectionalLight. hour: 0–24. |
light_cinematic_preset |
Apply mood preset to directional light + fog. Presets: Star Wars, Cyberpunk, Vibrant. |
light_randomize_sky |
Randomise sun pitch/yaw for quick look-dev iterations. |
Localization (2)
| Tool | Description |
|---|---|
text_export_manifest |
Export all level text (TextRenderActors + devices) to CSV or JSON for translation. |
text_apply_translation |
Read a translated manifest and update level actors with new strings. |
Materials (10)
17 built-in presets: chrome · gold · neon · hologram · lava · ice · concrete · wood_oak · metal_rust · glass · team_red · team_blue · team_green · team_yellow · glow_pulse · scanlines · iridescent
| Tool | Description |
|---|---|
material_list_presets |
Print all presets (17 built-in + custom). |
material_apply_preset |
Apply a named preset to all selected actors. |
material_randomize_colors |
Random HSV color on each selected actor. |
material_gradient_painter |
World-space color gradient across selection (axis, color_a, color_b). |
material_team_color_split |
Auto Red/Blue split by world X midpoint. |
material_pattern_painter |
Checkerboard or stripe alternation across selection. |
material_glow_pulse_preview |
Set emissive peak intensity for viewport preview. |
material_color_harmony |
Apply complementary / triadic / analogous palette to selection. |
material_save_preset |
Save current material params as a named reusable preset. |
material_bulk_swap |
Replace one material slot with another across selected actors or the full level. |
MCP Bridge (4)
Start the listener in UEFN, then Claude Code (or any MCP client) can run all 355 tools by name, spawn actors, execute arbitrary Python, and more.
| Tool | Description |
|---|---|
mcp_start |
Start the HTTP listener so Claude Code can control UEFN directly. |
mcp_stop |
Stop the listener. |
mcp_restart |
Restart after hot-reload or port conflict. |
mcp_status |
Print port, running state, and command count. |
tb.run("mcp_start")
# Output Log: [MCP] ✓ Listener running on http://127.0.0.1:8765
Measurement (3)
| Tool | Description |
|---|---|
measure_distance |
3D distance between two actors or total chain length of a selection. |
measure_travel_time |
Travel time between selected points at Walk/Run/Sprint/Vehicle speeds. |
spline_measure |
Precise world-space length of a selected spline actor. |
Optimization (8)
| Tool | Description |
|---|---|
rogue_actor_scan |
Find actors with extreme scale, at-origin placement, or unnamed labels. |
memory_scan |
Full island memory scan — textures, meshes, sounds → JSON report. |
memory_scan_textures |
Audit textures and flag oversized ones (warn_px, crit_px thresholds). |
memory_scan_meshes |
Audit static meshes — polygon count, LODs, collision. |
memory_top_offenders |
Print the top N heaviest assets by estimated memory cost. |
memory_autofix_lods |
Auto-generate LODs on all meshes missing them in a folder. |
convert_to_hism |
Merge selected actors sharing the same mesh into a single HISM actor (one draw call). |
material_parent_audit |
Audit material instances — group by parent, flag orphaned MIs. |
Pipeline (2)
| Tool | Description |
|---|---|
import_image_from_clipboard |
Capture the current Windows Clipboard image and import it as a Texture2D. |
import_image_from_url |
Download an image from a URL and import it into the Content Browser. |
Post-Process (4)
| Tool | Description |
|---|---|
postprocess_spawn |
Find or create a global (infinite-extent) PostProcessVolume — no duplicates. |
postprocess_set |
Set bloom, exposure, contrast, vignette, saturation. Only provided params change. |
postprocess_preset |
Apply a named visual preset. Presets: cinematic · night · vibrant · bleach · horror · fantasy · reset. |
world_settings_set |
Change gravity (cm/s²) and time dilation world-wide. |
Procedural (12)
| Tool | Description |
|---|---|
arena_generate |
Generate a symmetrical Red vs Blue arena. size: small/medium/large. |
scatter_props |
Scatter StaticMesh props in a radius with Poisson-disk distribution. |
scatter_hism |
Dense instanced scatter using HISM — one draw call for thousands of props. |
scatter_avoid |
Scatter props but skip positions within avoid_radius of matching actors. |
scatter_road_edge |
Place props along both shoulders of a path (road edges, forest borders). |
scatter_along_path |
Scatter prop clusters along a list of world-space path points. |
scatter_export_manifest |
Export positions/rotations of all scatter actors in a folder to JSON. |
scatter_clear |
Delete all scatter actors in a named World Outliner folder. |
spline_place_props |
Place props along a selected spline actor. |
spline_clear_props |
Delete all actors in the SplineProps folder. |
procedural_volume_scatter |
Scatter random meshes within a spherical or cubic boundary. |
procedural_wire_create |
Draw a procedural sagging wire/cable between exactly two selected actors. |
Project (7)
| Tool | Description |
|---|---|
scaffold_list_templates |
List all available scaffold templates (built-in + saved custom). |
scaffold_preview |
Preview what a template would create — zero changes made. |
scaffold_generate |
Generate a professional Content Browser folder tree from a template. |
scaffold_save_template |
Save a custom folder list as a named reusable template. |
scaffold_delete_template |
Delete a saved custom template. |
scaffold_organize_loose |
Move loose /Game root assets into the project folder structure. |
organize_smart_categorize |
Auto-organize assets functionally (Meshes/Trees, Materials/Master, etc.) via smart keyword matching. |
Built-in templates: uefn_standard · competitive_map · solo_dev · verse_heavy
Project Admin (3)
| Tool | Description |
|---|---|
project_setup |
One-command project setup: scaffold folders + deploy Verse game manager skeleton. |
system_backup_project |
Create a timestamped .zip backup of the Content folder. |
system_perf_audit |
Fast performance check of the current level. |
Prop Patterns (9)
All pattern tools take asset_path + layout params and spawn at camera position.
| Tool | Description |
|---|---|
pattern_grid |
N×M rectangular grid (rows, cols, spacing). |
pattern_circle |
Evenly-spaced ring (count, radius). |
pattern_arc |
Partial arc between two angles (count, radius, angle_start, angle_end). |
pattern_spiral |
Archimedean spiral — radius grows with angle (count, turns). |
pattern_line |
Props between two world points (count, start, end). |
pattern_wave |
Sine-wave path (count, amplitude). |
pattern_helix |
3D corkscrew (count, height, radius). |
pattern_radial_rows |
Concentric rings — dartboard/stadium layout (rings, count_per_ring). |
pattern_clear |
Delete actors spawned by pattern tools (preview_only=True to preview first). |
Proximity Tools (6)
| Tool | Description |
|---|---|
actor_place_next_to |
Move last selected actor flush against the first on a specified face (direction: +X/-X/+Y/-Y/+Z/-Z). |
actor_chain_place |
Arrange selected actors end-to-end along an axis using bounds. |
actor_duplicate_offset |
Duplicate selected actor N times with cumulative offset — build arrays without copy-paste. |
actor_replace_class |
Replace every actor matching a class filter with a new asset. Always dry_run=True first. |
actor_cluster_to_folder |
Group nearby actors into World Outliner subfolders by XY-proximity radius. |
actor_copy_to_positions |
Stamp copies of the selected actor at every [[x,y,z], ...] in a list. |
Reference Auditor (7)
Always dry_run=True before any destructive operation.
| Tool | Description |
|---|---|
ref_audit_orphans |
Find assets with no referencers — candidates for deletion. |
ref_audit_redirectors |
Find stale ObjectRedirectors left behind after moves/renames. |
ref_audit_duplicates |
Find assets sharing the same base name in different folders. |
ref_audit_unused_textures |
Find Texture2D assets not referenced by any material. |
ref_fix_redirectors |
Consolidate ObjectRedirectors. dry_run=True first. |
ref_delete_orphans |
Delete unreferenced assets. dry_run=True first. NOT undoable. |
ref_full_report |
Run all scans and export a JSON health report for the project. |
Screenshot (4)
Output: Saved/UEFN_Toolbelt/screenshots/{name}_{YYYYMMDD_HHMMSS}_{W}x{H}.png
| Tool | Description |
|---|---|
screenshot_take |
Capture the viewport at any resolution (width, height, name). |
screenshot_focus_selection |
Auto-frame the selection, capture, then restore the camera. |
screenshot_timed_series |
Take N screenshots at a timed interval for before/after comparisons. |
screenshot_open_folder |
Print the screenshots output folder path to the Output Log. |
Selection (3)
| Tool | Description |
|---|---|
select_by_property |
Select actors where a property matches a specific value. |
select_by_verse_tag |
Select actors that have a specific Verse tag. |
select_in_radius |
Select all actors of a class within a radius of the current selection. |
Sequencer (2)
| Tool | Description |
|---|---|
seq_actor_to_spline |
Animate a selected actor along a selected spline path in the Sequencer. |
seq_batch_keyframe |
Add a transform keyframe for all selected actors at the current time. |
Simulation (2)
| Tool | Description |
|---|---|
sim_generate_proxy |
Generate a Python simulation proxy for a selected Verse device. |
sim_trigger_method |
Trigger a discoverable method on a Verse device via the Python API. |
Stamps (5)
Save a group of placed actors as a reusable named stamp and re-place it anywhere. Not the same as prefab_migrate_open — stamps are for level layout reuse, not asset migration.
| Tool | Description |
|---|---|
stamp_save |
Save selected StaticMesh actors as a named stamp → Saved/UEFN_Toolbelt/stamps/{name}.json. |
stamp_place |
Spawn stamp at camera (or location=[x,y,z]). yaw_offset rotates group; scale_factor rescales. |
stamp_list |
List all saved stamps with actor counts. |
stamp_info |
Print actor names, mesh paths, and relative offsets for a stamp. |
stamp_delete |
Delete a saved stamp by name. |
tb.run("stamp_save", name="guard_post")
tb.run("stamp_place", name="guard_post", yaw_offset=90.0)
# Instant symmetric layout — 4 compass points
for angle, x, y in [(0,5000,0),(90,0,5000),(180,-5000,0),(287,0,-5000)]:
tb.run("stamp_place", name="guard_post", location=[x,y,0], yaw_offset=angle)
System (4)
| Tool | Description |
|---|---|
system_build_verse |
Trigger Verse compilation and parse errors back as structured JSON. |
system_get_last_build_log |
Read the last 100 lines of the UEFN log for error analysis. |
system_optimize_background_cpu |
Disable UEFN sleep when alt-tabbed so Python/AI runs at max speed. |
verse_patch_errors |
AI error loop: read build log, extract errors + file content, return everything Claude needs to fix and redeploy. |
toolbelt_activity_log |
Rolling log of every tb.run() call — tool name, status, duration (ms), timestamp, error message. Newest first. |
toolbelt_activity_stats |
Aggregate session stats: total calls, error rate, slowest tool, most-called tool, last 5 errors. |
toolbelt_activity_clear |
Clear the in-memory ring buffer and the persisted activity_log.json. |
Tests (1)
| Tool | Description |
|---|---|
toolbelt_integration_test |
⚠️ Invasive — spawns/deletes actors. Run in a clean template level only. |
Text & Signs (14)
| Tool | Description |
|---|---|
text_place |
Place a single styled 3D text actor at a world location. |
text_label_selection |
Auto-label every selected actor with its own name, floating above it. |
text_paint_grid |
Paint a coordinate grid of labels across a map area (A1, B2, …). |
text_color_cycle |
Place text actors cycling through a color palette. |
text_save_style |
Save a named text style preset for reuse across levels. |
text_list_styles |
Print all saved text style presets. |
text_clear_folder |
Delete all TextRenderActors in the Toolbelt text folder. |
sign_spawn_bulk |
Spawn N text signs in a row, column, or grid at a given location. |
sign_batch_edit |
Edit text/color/size on all selected signs — only provided fields change. |
sign_batch_set_text |
Assign individual text strings to each selected sign in order. |
sign_batch_rename |
Rename selected signs sequentially: prefix_01, prefix_02, … |
sign_list |
List all TextRenderActors in a folder with their current text. |
sign_clear |
Delete all signs in a named folder. |
label_attach |
Spawn a floating text label above each selected actor, parented so it follows movement. |
Utilities (12)
| Tool | Description |
|---|---|
config_list |
Show all Toolbelt config keys — current values + whether overridden. |
config_get |
Read one config key. |
config_set |
Persist a config value (key, value). Survives restarts and updates. |
config_reset |
Reset a key (or "all") back to built-in defaults. |
theme_list |
List all available Toolbelt UI themes. |
theme_get |
Get the currently active theme name. |
theme_set |
Switch the Toolbelt UI theme — applies live, persists across restarts. |
level_health_report |
Run all audit tools and return a unified 0–100 health score with A+/A/B/C/D/F grade. MCP-friendly. |
level_health_open |
Print a formatted Level Health Report to the Output Log (score + per-category breakdown). |
plugin_validate_all |
Validate all registered tools against Toolbelt schema requirements. |
plugin_list_custom |
List all loaded third-party custom plugins from Saved/UEFN_Toolbelt/Custom_Plugins/. |
plugin_export_manifest |
Export tool_manifest.json — full machine-readable index of all tools with parameter signatures. |
Verse Helpers (26)
| Tool | Description |
|---|---|
verse_list_devices |
List all Verse/Creative device actors in the current level. |
verse_select_by_name |
Select all devices whose label contains a filter string. |
verse_select_by_class |
Select all devices of a given class name substring. |
verse_bulk_set_property |
Set a UPROPERTY on all selected Verse device actors at once. |
device_set_property |
AI write layer — set any base-class property on actors matching class/label/path filter. |
device_call_method |
V2 runtime control — call any exposed method on matched actors (timer_start, Enable, etc.). |
verse_export_report |
Export a JSON report of all Verse device properties to the Saved folder. |
verse_find_project_path |
Auto-detect the Verse source directory for the current UEFN project. |
verse_write_file |
AI deploy layer — write generated Verse directly into the project's Verse source directory. |
verse_gen_game_skeleton |
Generate a full creative_device game manager Verse stub. |
verse_gen_device_declarations |
Generate @editable device declarations from the current selection. |
verse_gen_elimination_handler |
Generate a Verse elimination event handler skeleton. |
verse_gen_scoring_tracker |
Generate a Verse zone scoring tracker device skeleton. |
verse_gen_prop_spawner |
Generate a trigger-controlled prop spawn/despawn Verse skeleton. |
verse_gen_custom |
Write arbitrary Verse to the snippets folder. |
verse_list_snippets |
List all generated snippet files in Saved/UEFN_Toolbelt/snippets/. |
verse_open_snippets_folder |
Open the Verse snippet library folder in Windows Explorer. |
verse_graph_open |
Interactive Verse Device Graph — force-directed layout, minimap, category filter, live sync, write-back. |
verse_graph_scan |
Headless scan → full device adjacency dict (MCP-friendly). |
verse_graph_export |
Export the device graph to JSON for external tooling. |
spline_to_verse_points |
Convert selected spline to a Verse vector3 array literal. |
spline_to_verse_patrol |
Generate a full Verse patrol AI device skeleton from a selected spline. |
spline_to_verse_zone_boundary |
Convert selected spline to a Verse zone boundary + IsPointInZone helper. |
spline_export_json |
Export spline points to JSON (for scatter_along_path etc.). |
api_verse_get_schema |
Get the cached Verse schema for a device class. |
api_verse_refresh_schemas |
Refresh the Verse schema cache from current level devices. |
Zone Tools (7)
Zone actors can be any box-shaped actor. Convention: select the zone actor first, then other actors.
| Tool | Description |
|---|---|
zone_spawn |
Spawn a visible cube zone marker at camera position in the "Zones" folder. |
zone_resize_to_selection |
Resize zone to exactly contain all other selected actors (+ padding cm). |
zone_snap_to_selection |
Move zone center to match combined selection bounds — no resize. |
zone_select_contents |
Select every level actor whose pivot is inside the zone's bounds. |
zone_move_contents |
Move zone + all actors inside it as a unit by a world-space offset. |
zone_fill_scatter |
Randomly scatter copies of an asset throughout the zone volume. |
zone_list |
List all actors in the "Zones" folder with center, width, depth, height. |
tb.run("zone_spawn", width=4000, depth=4000, height=800, label="ArenaCenter")
tb.run("zone_resize_to_selection", padding=200)
tb.run("zone_select_contents")
tb.run("zone_move_contents", offset_x=5000)
tb.run("zone_fill_scatter", asset_path="/Engine/BasicShapes/Cube", count=50, min_spacing=300)
Health Check
# Run all 6 layers: Python env → UEFN API → Toolbelt core → MCP → Dashboard → Verse Book
tb.run("toolbelt_smoke_test")
# Results saved to Saved/UEFN_Toolbelt/smoke_test_results.txt
Getting Started
Tested on UEFN 40.00, Windows 11, Python 3.11.8 — March 2026.
Step 1 — Enable Python in UEFN
Open your UEFN project. Go to Edit → Project Settings, search python, and tick:
- Python Editor Script Plugin ✓
Note: UEFN only shows one Python checkbox — unlike full Unreal Engine which shows three. That's normal. Once you see "Enter a Python statement" appear in the Output Log, Python is active.
Restart UEFN when prompted.
Step 2 — Install PySide6 (one-time, required for the dashboard UI)
Open a regular Windows terminal — not inside UEFN — and run:
"C:\Program Files\Epic Games\Fortnite\Engine\Binaries\ThirdParty\Python3\Win64\python.exe" -m pip install PySide6
Why outside UEFN? UEFN's embedded Python can't run pip itself. You must use the same
python.exethat UEFN uses, just run it directly from a terminal.
If the path above doesn't exist, find it at:
C:\Program Files\Epic Games\Fortnite\Engine\Binaries\ThirdParty\Python3\Win64\python.exe
You only need to do this once. PySide6 stays installed across projects.
Step 3 — Install the Toolbelt into your UEFN project
First time — run the installer:
python install.py
It will find your Fortnite Projects folder automatically, let you pick a project, copy the Toolbelt in, and handle init_unreal.py safely — whether you already have one or not.
Or point it directly at a project:
python install.py --project "C:\Users\YOURNAME\Documents\Fortnite Projects\YOURPROJECT"
Updating after a
git pull: Re-runpython install.py— it overwrites only the Toolbelt package, never your project's own files.
If you're actively developing the Toolbelt itself — use deploy.bat instead:
deploy.bat is the dev workflow tool. Double-click it or run it from a terminal. In addition to copying files it will:
- Check and install PySide6 automatically if it's missing
- Copy the
tests/folder andverse-book/spec alongside the package - Print the hot-reload command to paste into UEFN so you don't need a full restart
deploy.bat
Hot-reload after any code change (no UEFN restart needed):
import sys; [sys.modules.pop(k) for k in list(sys.modules) if "UEFN_Toolbelt" in k]; import UEFN_Toolbelt as tb; tb.register_all_tools(); tb.launch_qt()
Manual install (if neither script works):
Your UEFN project lives at C:\Users\YOURNAME\Documents\Fortnite Projects\YOURPROJECT\.
xcopy /E /I /Y "PATH_TO_REPO\Content\Python\UEFN_Toolbelt" "C:\Users\YOURNAME\Documents\Fortnite Projects\YOURPROJECT\Content\Python\UEFN_Toolbelt"
Then copy init_unreal.py into Content\Python\ — or if you already have one, paste only the package-discovery for loop from it into your existing file (under # ── 2. Discover and load all packages). It won't conflict with anything already there.
Step 4 — Restart UEFN
Close and reopen your project. Watch the Output Log. You should see:
[TOOLBELT] ✓ All tools registered.
[TOOLBELT] ✓ Menu registered — look for 'Toolbelt' in the top menu bar.
A Toolbelt menu now appears in the top menu bar next to Help. No Blueprint setup, no manual script execution — it's automatic every time UEFN starts.
Step 5 — Verify with the smoke test
In the Output Log, switch the input dropdown from Cmd to Python and run:
import UEFN_Toolbelt as tb; tb.run("toolbelt_smoke_test")
UEFN Python console tip: The console only accepts one line at a time — no multi-line pastes. Chain multiple statements on the same line using semicolons (
;). A space before and after the semicolon works fine:import UEFN_Toolbelt as tb; tb.run("toolbelt_smoke_test")
Expected output in the log:
✓ All systems healthy — Toolbelt is ready.
| Layer | What It Verifies | Checks |
|---|---|---|
| Layer 1 — Python Environment | stdlib, threading, sockets, HTTP server, file I/O | 13 |
| Layer 2 — UEFN API Surface | unreal module, subsystems, AutomationLibrary, Materials |
13 |
| Layer 3 — Toolbelt Core | All 76 modules loaded, 355 tools registered | 40 |
| Layer 4 — MCP Bridge | 31 command handlers, HTTP listener state | 4 |
| Layer 5 — Dashboard (PySide6) | PySide6 importable, QApplication, ToolbeltDashboard | 3 |
| Layer 6 — Verse Book | clone present, git reachable, 22 chapters parsed | 12 |
| Layer 7 — Integration | Fixture-based verification of context-aware tools — see Integration Testing section above | — |
If you haven't installed PySide6 or cloned the verse-book yet, you may see a few non-critical failures.
Complete Steps 2 and 7 in the Getting Started guide above to resolve them.
Step 6 — Open the dashboard
After completing Step 2 (PySide6 installed), click Toolbelt → Open Dashboard (PySide6) in the top menu bar, or run:
import UEFN_Toolbelt as tb; tb.launch_qt()
A dark-themed floating window opens with a left sidebar nav and 355 tools across 54 categories (including an About page).

Two search modes:
| Search | Where | What it does |
|---|---|---|
| Find any tool… | Sidebar (top) | Global — searches all 355 tools across every category by name, description, or tag. Results show a category badge so you know where each tool lives. |
| Filter this page… | Content header (top-right) | Within-category — hides/shows buttons on the current page as you type. Disappears during global search. |
If the dashboard doesn't open after installing PySide6: The module may be cached from before PySide6 was installed. Paste this single line to clear and reload:
import sys; [sys.modules.pop(k) for k in list(sys.modules) if "UEFN_Toolbelt" in k]; import UEFN_Toolbelt as tb; tb.launch_qt()
Step 7 — (Optional) Clone the Verse spec for AI codegen
In your repo folder, run:
git clone https://github.com/verselang/book.git verse-book
This gives Claude access to the full live Verse language spec for spec-accurate code generation. After cloning, the smoke test will show 63/64 (only PySide6 remaining if not installed).
Step 8 — (Optional) Connect Claude Code via MCP
This lets Claude Code directly control UEFN — spawn actors, run any tool, generate Verse code — without you typing anything in the console.
1. Install the MCP Python package (regular terminal, not UEFN):
pip install mcp
2. Create your .mcp.json:
copy .mcp.json.template .mcp.json
Open .mcp.json and update the path to point to your repo:
{
"mcpServers": {
"uefn-toolbelt": {
"command": "python",
"args": ["C:/Users/YOURNAME/Projects/UEFN-TOOLBELT/mcp_server.py"]
}
}
}
3. Restart Claude Code so it picks up the new server config.
4. Start the listener inside UEFN — paste this in the Python console:
import UEFN_Toolbelt as tb; tb.run("mcp_start")
You should see in the Output Log:
[MCP] ✓ Listener running on http://127.0.0.1:8765
5. Test it in Claude Code:
run the toolbelt smoke test
Claude will call run_toolbelt_tool("toolbelt_smoke_test") through the bridge and show you the results.
Note: The listener must be started in UEFN each session. You can also click Dashboard → MCP → Start Listener instead of pasting the command.
What Claude can do once connected:
- Run any of the 355 tools by name
- Spawn, move, delete actors directly
- Generate spec-accurate Verse code (pulls from the live verse-book spec)
- Execute arbitrary Python inside UEFN
- Batch multiple operations in one editor tick
Step 9 — (Optional) Verse Snippet Library
The Verse tab in the dashboard has a built-in Snippet Library browser. Every time you generate a Verse snippet, it's saved to:
Saved/UEFN_Toolbelt/snippets/
├── game_systems/ ← game manager, elimination handler, scoring tracker
├── device_wiring/ ← @editable declarations, prop spawner
├── spline_tools/ ← patrol AI, zone boundary, vector3 arrays
└── custom/ ← your custom / Claude-generated snippets
In the dashboard:
- Go to Verse → Code Generation and generate any snippet
- Click Refresh Library in the Snippet Library section below
- Your snippets appear organized by category — click any to copy to clipboard
- Click Open Folder to browse them in Windows Explorer
- Paste directly into your
.versefile in UEFN
Snippets also auto-copy to the Windows clipboard when generated, so you can paste immediately without even opening the library.
The "Nuclear Reload" Command
If you have modified the Toolbelt source code, run this in the UEFN console to refresh everything without a restart:
import sys; [sys.modules.pop(k) for k in list(sys.modules) if "UEFN_Toolbelt" in k]; import UEFN_Toolbelt as tb; tb.register_all_tools(); tb.launch_qt()
[!IMPORTANT]
Always includetb.register_all_tools()after a pop, otherwise the tool registry will be empty!
REPL Usage
UEFN console tip: Chain multiple statements on one line with semicolons (
;). The console does not accept multi-line pastes, but a single line can contain as many;-separated statements as you need.
Dashboard & Health Check:
import UEFN_Toolbelt as tb; tb.launch_qt()
import UEFN_Toolbelt as tb; tb.run("toolbelt_smoke_test")
Force reload (after git pull or update):
import sys; [sys.modules.pop(k) for k in list(sys.modules) if "UEFN_Toolbelt" in k]; import UEFN_Toolbelt as tb; tb.launch_qt()
Materials & Bulk Ops:
import UEFN_Toolbelt as tb; tb.run("material_apply_preset", preset="gold")
import UEFN_Toolbelt as tb; tb.run("bulk_align", axis="Z")
import UEFN_Toolbelt as tb; tb.run("arena_generate", size="large", apply_team_colors=True)
Plugin Management:
import UEFN_Toolbelt as tb; tb.run("plugin_validate_all")
import UEFN_Toolbelt as tb; tb.run("plugin_list_custom")
API Explorer & Capability Crawling:
import UEFN_Toolbelt as tb; tb.run("api_crawl_level_classes")
import UEFN_Toolbelt as tb; tb.run("api_crawl_selection")
import UEFN_Toolbelt as tb; tb.run("api_export_full")
Search & Discovery:
import UEFN_Toolbelt as tb; tb.registry.search("material")
import UEFN_Toolbelt as tb; print(len(tb.registry.list_tools()))
Handy Combos:
import UEFN_Toolbelt as tb; tb.run("toolbelt_smoke_test"); tb.run("plugin_validate_all")
import UEFN_Toolbelt as tb; tb.run("snapshot_save", name="before"); tb.run("bulk_randomize", rot_range=360)
Required Asset Setup (Material Master)
Create Content/UEFN_Toolbelt/Materials/M_ToolbeltBase in the material editor with
these five exposed parameters:
| Parameter | Type | Connects to |
|---|---|---|
BaseColor |
Vector | Base Color |
Metallic |
Scalar (0–1) | Metallic |
Roughness |
Scalar (0–1) | Roughness |
EmissiveColor |
Vector | × EmissiveIntensity → Emissive Color |
EmissiveIntensity |
Scalar (0–20) | (see above) |
Everything else works out of the box.
Adding a New Tool
3 steps. No boilerplate. No registration config.
Step 1 — Create Content/Python/UEFN_Toolbelt/tools/my_tool.py:
"""UEFN TOOLBELT — My Tool"""
import unreal
from ..core import undo_transaction, require_selection, log_info
from ..registry import register_tool
@register_tool(
name="my_tool",
category="Utilities",
description="Does something amazing",
tags=["utility", "amazing"],
)
def run(**kwargs) -> dict:
actors = require_selection()
if actors is None:
return {"status": "error", "count": 0}
with undo_transaction("My Tool"):
for actor in actors:
log_info(f"Processing {actor.get_actor_label()}")
# your logic here
return {"status": "ok", "count": len(actors)}
Return contract: Every tool must return a
dictwith a"status"key. This is what
makes tools readable by AI agents via the MCP bridge — they readresult["status"]and
domain keys like"count"or"path"directly from the JSON response. Never returnNone.
Step 2 — Add one line to tools/__init__.py:
from . import my_tool
Step 3 — Add a menu entry in init_unreal.py's _build_toolbelt_menu() (optional):
_add_entry(tb_sub, "Utilities", "MyTool",
"My Tool", "Does something amazing",
"import UEFN_Toolbelt as tb; tb.run('my_tool')")
Your tool is now registered, searchable, undo-safe, and accessible from the top menu bar.
Plugin Hub & Community Ecosystem
UEFN Toolbelt ships a live Plugin Hub tab in the dashboard. Click Refresh Hub to pull the latest community registry directly from GitHub — no restart required.
What you see in the Hub
| Section | What it shows |
|---|---|
| Core Tools (green, BUILT-IN badge) | 10 flagship modules built by Ocean Bennett — already included, View Source only |
| Community Plugins (blue, Install button) | Third-party tools submitted to registry.json — one-click download into Custom_Plugins/ |
The registry is hosted at:
https://raw.githubusercontent.com/undergroundrap/UEFN-TOOLBELT/main/registry.json
Getting your plugin listed
Add an entry to registry.json at the repo root and open a PR:
{
"id": "my_cool_tool",
"name": "My Cool Tool",
"version": "1.0.0",
"author": "Your Name",
"author_url": "https://github.com/yourhandle",
"type": "community",
"description": "One sentence on what it does.",
"category": "Gameplay",
"tags": ["verse", "gameplay"],
"url": "https://github.com/yourhandle/yourrepo/blob/main/my_cool_tool.py",
"download_url": "https://raw.githubusercontent.com/yourhandle/yourrepo/main/my_cool_tool.py",
"min_toolbelt_version": "1.5.3",
"size_kb": 10
}
download_urlmust be a raw GitHub URL. The dashboard downloads it directly intoSaved/UEFN_Toolbelt/Custom_Plugins/— no zip, no installer, single.pyfile.
Custom Plugins & Security
UEFN Toolbelt is a security-first extensible platform. Third-party developers can create custom tools that automatically load into the Dashboard and AI bridge — but the Toolbelt enforces strict sandboxing to protect your editor and project files.
How Custom Plugins Work
Drop a .py file into [Your Project]/Saved/UEFN_Toolbelt/Custom_Plugins/. The Toolbelt will:
- Discover the file on startup.
- Security-screen it through four gates (see below).
- Register it in the tool registry with a UI button and AI accessibility.
- Log a tamper-evident audit record.
# Example: one-file custom plugin
from UEFN_Toolbelt.registry import register_tool
from UEFN_Toolbelt import core
@register_tool(name="my_tool", category="Community", description="Does something cool")
def run(**kwargs) -> dict:
core.log_info("My custom tool ran!")
return {"status": "ok"} # always return a dict
🔒 Four-Gate Security Model
Every plugin passes through four security gates before it can execute inside your editor:
| Gate | What It Checks | What Happens If It Fails |
|---|---|---|
| 1. File Size Limit | Rejects files > 50 KB | Blocks obfuscated or suspiciously large payloads |
| 2. AST Import Scanner | Parses the source code without executing it using Python's ast module |
Blocks dangerous imports: subprocess, socket, ctypes, shutil, http, urllib, requests, webbrowser, smtplib, ftplib, xmlrpc, multiprocessing, signal, _thread |
| 3. Namespace Protection | Checks if the tool name collides with a core Toolbelt tool | Rejects registration — prevents hijacking of system commands like toolbelt_smoke_test |
| 4. SHA-256 Integrity Hash | Computes a cryptographic fingerprint of every loaded plugin | Logged to plugin_audit.json — detect tampering by comparing hashes across sessions |
📋 Plugin Audit Log
Every time the Toolbelt boots, it writes a tamper-evident audit trail to:
Saved/UEFN_Toolbelt/plugin_audit.json
Each entry records the plugin name, its SHA-256 hash, file size, load status, and timestamp. If a plugin file changes between sessions, the hash changes — making unauthorized modifications instantly detectable.
Read the full developer guide here: docs/plugin_dev_guide.md
API Capability Crawler
Epic's documentation for the UEFN Python API is incomplete. Many Fortnite device properties are exposed to Python but never documented. The Capability Crawler solves this by brute-forcing introspection on live actors inside the editor — mapping out exactly what variables exist, which are readable, and what values they hold.
Why This Matters
- For Verse developers: Discover hidden properties on Fortnite devices that aren't in the docs
- For tool builders: Know exactly what you can automate before writing a single line of code
- For AI-assisted workflows: Generate a machine-readable API map that Claude can analyze and act on
Verified Results (Live)
Tested on a real UEFN project (March 2026):
Found 41 total actors, distilling to 12 unique classes...
✓ Level class schema saved: api_level_classes_schema.json
The crawler scanned 41 actors, identified 12 unique class types, and deep-introspected every property, method, and component hierarchy — all in under a second, with zero editor impact.
Workflow
Step 1 — Scan your level (headless, no selection required):
import UEFN_Toolbelt as tb; tb.run("api_crawl_level_classes")
Step 2 — Scan a specific selection (select actors in viewport first):
import UEFN_Toolbelt as tb; tb.run("api_crawl_selection")
Step 3 — Review the output:
Saved/UEFN_Toolbelt/api_level_classes_schema.json ← full level scan
Saved/UEFN_Toolbelt/api_selection_crawl.json ← selection scan
Output Format
The JSON contains a per-class schema with every exposed property, its type, readability, and an example value:
{
"classes": {
"StaticMeshActor": {
"properties": {
"root_component": { "type": "SceneComponent", "readable": true },
"mobility": { "type": "str", "readable": true, "example_value": "EComponentMobility.STATIC" }
},
"methods": ["get_actor_label", "set_actor_location", "get_components_by_class"],
"components": {
"StaticMeshComponent0": {
"properties": { "static_mesh": { "type": "StaticMesh", "readable": true } }
}
}
}
}
}
Properties marked "readable": false with an "error" field indicate locked-down C++ internals that Epic has not yet exposed.
AI-Powered Analysis (Claude Integration)
Because the crawler output is structured JSON, it becomes a direct input for AI analysis. After running a crawl, you can ask Claude Code:
"Read
Saved/UEFN_Toolbelt/api_level_classes_schema.jsonand tell me which properties on each device class are writable from Python."
"Which classes in my level have components with exposed transform properties I could animate?"
"Generate a Verse class that references every device in my level using the correct variable types from the crawl data."
The crawler is the data collection engine. Claude is the analysis layer. Together they let you reverse-engineer Epic's undocumented API surface without ever reading a single page of docs.
Fortnite Device API Mapping
The Toolbelt includes a fully schema-derived API map built from real UEFN level introspection —
not guesswork. The reference schema (uefn_reference_schema.json) was generated by runningapi_crawl_level_classes against a live level with 76 actors, producing a 1.6MB JSON
with every readable and restricted property across 14 C++ classes.
Discovery Workflow
import UEFN_Toolbelt as tb
# Crawl your level — produces docs/api_level_classes_schema.json
tb.run("api_crawl_level_classes")
# Or use the Dashboard "Sync Level Schema" button for one-click sync
The Three Schema Layers
| Layer | File | What it contains |
|---|---|---|
| Tool Layer | Saved/UEFN_Toolbelt/tool_manifest.json |
355 tools — names, params, types, defaults |
| C++ Layer | docs/uefn_reference_schema.json |
14 actor classes, 1,031 properties with types + defaults |
| Verse Layer | docs/api_level_classes_schema.json |
Your project's @editable device properties (git-ignored) |
Verified Actor Classes (from real schema)
| Class | Readable Props | Key Automation Properties |
|---|---|---|
BuildingProp |
130 | is_invulnerable, no_collision, team_index, static_mesh, allow_interact |
BuildingFloor |
125 | snap_grid_size (512), register_with_structural_grid, resource_type |
FortCreativeDeviceProp |
130 | Verse shell — use getattr() or verse_bulk_set_property |
FortPlayerStartCreative |
41 | is_enabled, applicable_team, priority_group, use_as_island_start |
FortMinigameSettingsBuilding |
53 | max_players, join_in_progress_behavior, creative_matchmaking_privacy |
FortStaticMeshActor |
31 | static_mesh_component, non-destructible by default |
TextRenderActor |
31 | text_render component — world text placed by text_place tool |
FortWaterBodyActor |
37 | water_body_primary_color, water_waves, overlapping_players |
Actor (base) |
30 | hidden, tags, replicates, net_dormancy, pivot_offset |
Full reference — property tables, enums, collision groups, automation patterns, and
access cheatsheet: docs/DEVICE_API_MAP.mdCreative device reference — Trigger, Score Manager, Teleporter, Guard Spawner, channel
wiring, Verse code gen: docs/FORTNITE_DEVICES.md
PySide6 Dashboard
The real dashboard. One pip install PySide6 (or just run deploy.bat) and you get a full floating window with a scrollable left sidebar nav, two search modes, dark theme, inline parameter inputs, and live status feedback.
No Blueprint. No UMG. No Restart.
What you get
⬡ UEFN Toolbelt
┌─────────────────────────────────────────────────────┐
│ Materials │ Procedural │ Bulk Ops │ Text │ Assets │ Verse │ Project │ API │
├─────────────────────────────────────────────────────┤
│ ┌─ PRESETS ──────────────────────────────────────┐ │
│ │ [Chrome] [Gold] [Neon] [Hologram] │ │
│ │ [Lava] [Plasma][Ice] [Mirror] │ │
│ │ [Wood] [Conc.] [Rubber][Carbon] │ │
│ │ [Jade] [Obsid.][Rusty] [Team Red][Team Blue] │ │
│ └────────────────────────────────────────────────┘ │
│ ┌─ OPERATIONS ───────────────────────────────────┐ │
│ │ [Randomize Colors ] │ │
│ │ [Team Color Split (Red / Blue by X pos) ] │ │
│ │ [Color Harmony] [triadic ▾] │ │
│ │ [Gradient Painter (Blue → Red along X) ] │ │
│ └────────────────────────────────────────────────┘ │
│ ────────────────────────────────────────────────── │
│ ✓ material_apply_preset — done 4s │
└─────────────────────────────────────────────────────┘
Launch
import UEFN_Toolbelt as tb; tb.launch_qt()
Or: Toolbelt → Open Dashboard (PySide6) from the top menu bar.
Color reference (QSS applied automatically)
| Element | Color |
|---|---|
| Window background | #181818 |
| Section / card background | #212121 |
| Button default | #262626 border #363636 |
| Button hover | #333333 |
| Button pressed / accent | #3A3AFF |
| Active tab | #3A3AFF white text |
| Body text | #CCCCCC |
| Section headers | #555555 small-caps |
| Status: success | #44FF88 |
| Status: error | #FF4444 |
Event loop integration
The dashboard registers a slate_post_tick_callback that callsQApplication.processEvents() once per editor tick — the same pattern used in
Kirch's uefn_listener.py.
This keeps the Qt window responsive while UEFN runs heavy operations without
needing a separate thread.
Blueprint Dashboard (Legacy / Optional)
The Blueprint approach still works and is documented for completeness.
Prefer the PySide6 dashboard — it launches faster and requires no Blueprint setup.
The top-menu Toolbelt entries work without this. Build the widget if you want
a visual panel with buttons, sliders, and live text input instead of the REPL.
Create the Widget Blueprint
- In Content Browser →
Content/UEFN_Toolbelt/Blueprints/ - Right-click → Editor Utilities → Editor Widget
- Name it exactly:
WBP_ToolbeltDashboard - Double-click to open the UMG Designer.
Dark Mode Styling
The dashboard targets a #181818 / #212121 dark theme to match the UEFN editor chrome.
Apply these values in the Details panel for each widget:
| Element | Property | Value |
|---|---|---|
| Root Canvas / Overlay | Background Color | #181818 (R 0.024, G 0.024, B 0.024, A 1.0) |
| Section panels / cards | Background Color | #212121 (R 0.033, G 0.033, B 0.033, A 1.0) |
| Header Text Block | Color and Opacity | #FFFFFF / Alpha 1.0 |
| Body / label Text Blocks | Color and Opacity | #CCCCCC (R 0.8, G 0.8, B 0.8) |
| Tab bar active button | Normal → Tint | #3A3AFF (accent blue) |
| Tab bar inactive button | Normal → Tint | #2A2A2A |
| Tool buttons (default) | Normal → Tint | #2D2D2D |
| Tool buttons (hover) | Hovered → Tint | #3D3D3D |
| Tool buttons (pressed) | Pressed → Tint | #1A1AFF |
| Separator / divider | Border widget, Brush Tint | #383838 |
| Warning / critical text | Color and Opacity | #FF4444 |
| Success / ok text | Color and Opacity | #44FF88 |
Setting background color on a Border widget (UMG has no plain colored panel):
- Drag a Border widget into the hierarchy where you need a colored region.
- In Details → Brush → Image: leave blank (or use a 1×1 white texture).
- Set Brush → Tint to your hex color.
- Set Content → Horizontal/Vertical Alignment to
Fill. - Drop your content widgets inside the Border as children.
Font recommendation: Import Rajdhani-SemiBold.ttf (free, SIL OFL) as a Font Face asset
at /Game/UEFN_Toolbelt/Fonts/Rajdhani. Set it on all Text Blocks for a modern HUD look.
Fallback: the built-in Roboto works fine.
Recommended UMG Layout
[Canvas Panel] — #181818 background (via full-screen Border)
└── [Vertical Box] (fill screen, padding 0)
├── [Border] header bar — #212121, height 48px
│ └── [Horizontal Box]
│ ├── [Text Block] "⬡ UEFN TOOLBELT" white, 18pt, Rajdhani
│ └── [Spacer]
├── [Border] tab bar — #181818, height 36px
│ └── [Horizontal Box]
│ Buttons: Materials | Procedural | BulkOps | Text | Optimize | Verse
│ (blue tint on active, dark on rest)
└── [Widget Switcher] (content area — fills remaining space)
└── [Scroll Box] (per tab)
└── [Vertical Box] (tool buttons, padding 8px, gap 4px)
└── [Border] per button row — #2D2D2D hover #3D3D3D
└── [Button] → Execute Python Command
Tip: Wire each tab button's On Clicked → set the Active Widget Index on the
Widget Switcher. Each index corresponds to one category's button panel.
Tip: Add a [Text Block] at the bottom of each panel wired to a Blueprint variableStatusText. On tool button click, set StatusText to "Running..." before the
Execute Python Command node and "Done ✓" after. This gives live feedback without
needing to read the Output Log.
Wiring a Button to a Tool
- Add a Button widget with a Text Block child (e.g. "Apply Chrome").
- In the Graph tab, find the button's On Clicked event.
- Search for and add: Execute Python Command.
- Wire On Clicked → Execute Python Command.
- Type the tool call into the Python Command string pin:
import UEFN_Toolbelt as tb; tb.run("material_apply_preset", preset="chrome")
Complete Button String Reference
# Materials
import UEFN_Toolbelt as tb; tb.run("material_apply_preset", preset="chrome")
import UEFN_Toolbelt as tb; tb.run("material_apply_preset", preset="gold")
import UEFN_Toolbelt as tb; tb.run("material_apply_preset", preset="neon")
import UEFN_Toolbelt as tb; tb.run("material_apply_preset", preset="hologram")
import UEFN_Toolbelt as tb; tb.run("material_randomize_colors")
import UEFN_Toolbelt as tb; tb.run("material_gradient_painter", color_a="#0044FF", color_b="#FF2200")
import UEFN_Toolbelt as tb; tb.run("material_team_color_split")
import UEFN_Toolbelt as tb; tb.run("material_color_harmony", harmony="triadic")
# Procedural
import UEFN_Toolbelt as tb; tb.run("arena_generate", size="small")
import UEFN_Toolbelt as tb; tb.run("arena_generate", size="medium")
import UEFN_Toolbelt as tb; tb.run("arena_generate", size="large")
import UEFN_Toolbelt as tb; tb.run("spline_place_props", count=20, align_to_tangent=True)
import UEFN_Toolbelt as tb; tb.run("scatter_props", mesh_path="/Engine/BasicShapes/Sphere", count=100, radius=3000.0)
# Bulk Ops
import UEFN_Toolbelt as tb; tb.run("bulk_align", axis="Z")
import UEFN_Toolbelt as tb; tb.run("bulk_distribute", axis="X")
import UEFN_Toolbelt as tb; tb.run("bulk_randomize", rot_range=360.0, randomize_rot=True)
import UEFN_Toolbelt as tb; tb.run("bulk_snap_to_grid", grid=100.0)
import UEFN_Toolbelt as tb; tb.run("bulk_reset")
import UEFN_Toolbelt as tb; tb.run("bulk_mirror", axis="X")
# Text & Signs
import UEFN_Toolbelt as tb; tb.run("text_place", text="ZONE", color="#FFDD00", location=(0,0,200))
import UEFN_Toolbelt as tb; tb.run("text_label_selection", color="#00FFCC")
import UEFN_Toolbelt as tb; tb.run("text_paint_grid", cols=4, rows=4, cell_size=2000.0)
import UEFN_Toolbelt as tb; tb.run("text_clear_folder")
# Assets
import UEFN_Toolbelt as tb; tb.run("rename_dry_run", scan_path="/Game")
# lod_auto_generate_folder is disabled in UEFN (see UEFN_QUIRKS.md #18) — use lod_audit_folder to find meshes, then add LODs manually in the Static Mesh Editor
import UEFN_Toolbelt as tb; tb.run("lod_audit_folder", folder_path="/Game")
import UEFN_Toolbelt as tb; tb.run("organize_assets", source_path="/Game/Imports")
# Verse
import UEFN_Toolbelt as tb; tb.run("verse_gen_device_declarations")
import UEFN_Toolbelt as tb; tb.run("spline_to_verse_points")
import UEFN_Toolbelt as tb; tb.run("spline_to_verse_patrol")
import UEFN_Toolbelt as tb; tb.run("verse_list_devices")
import UEFN_Toolbelt as tb; tb.run("verse_bulk_set_property", property_name="bIsEnabled", value=True)
# Optimization
import UEFN_Toolbelt as tb; tb.run("memory_scan", scan_path="/Game")
import UEFN_Toolbelt as tb; tb.run("memory_scan_textures", scan_path="/Game")
import UEFN_Toolbelt as tb; tb.run("memory_scan_meshes", scan_path="/Game")
import UEFN_Toolbelt as tb; tb.run("memory_top_offenders", limit=20)
import UEFN_Toolbelt as tb; tb.run("memory_autofix_lods", scan_path="/Game/Meshes")
# API Explorer
import UEFN_Toolbelt as tb; tb.run("api_export_full")
import UEFN_Toolbelt as tb; tb.run("api_list_subsystems")
import UEFN_Toolbelt as tb; tb.run("api_search", query="material")
import UEFN_Toolbelt as tb; tb.run("api_inspect", name="EditorActorSubsystem")
Adding a Text Input to a Button
When a tool needs a dynamic argument (file path, preset name, text string):
- Add an Editable Text Box above the button.
- In the button's On Clicked event, drag off the text box → Get Text.
- Convert Text to String → feed into a Format Text node to build the command:
import UEFN_Toolbelt as tb; tb.run("text_place", text="{0}", location=(0,0,200)) - Pass the formatted string into Execute Python Command.
Opening the Dashboard Manually
import UEFN_Toolbelt as tb; tb._try_open_widget()
Or pin it permanently: Window → UEFN Toolbelt (registers as a dockable tab).
Community & Prior Art
This project builds on the first 48 hours of real-world community testing after the
UEFN Python v40.00 experimental drop (March 2026).
API discovery vs. Execution: The "Superset" Architecture
KirChuvakov/uefn-mcp-server · @KirchCreator
Kirch pioneered the MCP bridge pattern for UEFN Python — the queue + Slate tick
architecture that makes it possible to callunreal.*from an external process
without deadlocking the editor. He built the foundational "API Ground Truth" tools
(dump_uefn_api.py,generate_uefn_stub.py,uefn_listener.py). Full credit.How UEFN Toolbelt differs: Kirch's project focused on Discovery — mapping the API
and teaching AI what exists. UEFN Toolbelt is an Execution Engine — 355 tools for
actually building levels, built on top of that same bridge architecture. You don't need
to run a standalone MCP server alongside Toolbelt — Toolbelt is the all-in-one superset.
PySide6 UI approach inspired by:
- Early PySide6 experiments — proving out polished Qt UIs in the UEFN Python space
- Community validations — confirming PySide6 install paths and event loop patterns
Community requests that shaped this toolbelt:
- Map Makers — Spline → Verse data converters (shipped as
spline_to_verse.py) - Device Programmers — Verse device property editing workarounds (shipped as
verse_device_editor.py) - Performance Testers — memory profilers, API explorers, level snapshots, prop patterns
⚠️ Critical: The "Main Thread Lock" Quirk
Because UEFN runs Python on the main render thread, there is a unique deadlock behavior you must avoid:
- Async APIs: Commands like
take_high_res_screenshotor background asset saves are queued for the next frame. - The Deadlock: If your Python script uses
time.sleep()or a long loop to "wait" for a file to appear, you are blocking the main thread. Unreal cannot finish the current frame, so it will never write the file while your script is waiting. - The Solution: Trigger the action and exit. Do not attempt to verify file existence in the same execution block if the engine needs to tick to produce that file.
🚀 Automated "Hands-Free" Verification
The UEFN Toolbelt includes a sophisticated integration test suite that validates tools programmatically.
- How it works: The
integration_test.pyscript uses the Unreal Python API to remote-control the editor. It spawns actors, modifies transforms, applies tags, and captures screenshots—verified against the engine's internal state. - What it tests: It validates the "Logic & Engine" layer (Layer 3). While it doesn't click the physical buttons on the Pyside6 UI, it proves that the toolbelt's brain is working perfectly.
- Benefits: Run 12 tests in under 5 seconds (excluding screenshots) to ensure no regressions were introduced.
🏎️ Optimized Development Workflow (Hot Reload)
You never need to restart UEFN when developing for the Toolbelt.
- Edit your Python code in your IDE.
- Run
deploy.batto sync files to your UEFN project. - Paste the right command from the table below into the UEFN Python console.
[!WARNING]
Always includetb.register_all_tools()after the module pop. If you skip it the registry will be empty and every tool call will fail with "Unknown Tool".
Quick-Reference Command Table
Copy the command that matches what you're doing right now:
| What you're working on | Command to paste in UEFN console |
|---|---|
| Standard dev — open dashboard | import sys; [sys.modules.pop(k) for k in list(sys.modules) if "UEFN_Toolbelt" in k]; import UEFN_Toolbelt as tb; tb.register_all_tools(); tb.launch_qt() |
| Verse Device Graph window | import sys; [sys.modules.pop(k) for k in list(sys.modules) if "UEFN_Toolbelt" in k]; import UEFN_Toolbelt as tb; tb.register_all_tools(); tb.run("verse_graph_open") |
| Run integration tests | import sys; [sys.modules.pop(k) for k in list(sys.modules) if "UEFN_Toolbelt" in k]; import UEFN_Toolbelt as tb; tb.register_all_tools(); tb.run("toolbelt_integration_test") |
| Quick smoke test only | import sys; [sys.modules.pop(k) for k in list(sys.modules) if "UEFN_Toolbelt" in k]; import UEFN_Toolbelt as tb; tb.register_all_tools(); tb.run("toolbelt_smoke_test") |
| Sync docs + Verse IQ | import sys; [sys.modules.pop(k) for k in list(sys.modules) if "UEFN_Toolbelt" in k]; import UEFN_Toolbelt as tb; tb.register_all_tools(); tb.run("api_sync_master") |
| Headless reload (no UI) | import sys; [sys.modules.pop(k) for k in list(sys.modules) if "UEFN_Toolbelt" in k]; import UEFN_Toolbelt as tb; tb.register_all_tools() |
All of these also appear in deploy.bat output — after deploying, just copy from the terminal.
🛠 Troubleshooting
| Problem | Solution |
|---|---|
ModuleNotFoundError: UEFN_Toolbelt |
Files not copied correctly OR this is a new project. UEFN only scans Content/Python on startup. If you just deployed to a new project, restart UEFN. |
Qt dashboard is blank / doesn't open |
PySide6 not installed. Run pip install PySide6 using the UEFN Python exe at <UE_INSTALL>/Engine/Binaries/ThirdParty/Python3/Win64/python.exe. |
ImportError: No module named PySide6 |
Same as above. Pip installing into your system Python won't help — must use the UE Python binary. |
| Python settings not sticking | Enable Python in Edit → Project Settings (not Preferences) — UEFN only has one Python checkbox, not three like full UE. Tick it, restart. |
| Material instances not appearing in viewport | Missing update_material_instance() call — already fixed. Check PARENT_MATERIAL_PATH in material_master.py points to a real asset. |
spawn_actor_from_class returned None |
No level is open, or world context is unavailable. Open a level first. |
| Blueprint widget doesn't open | Create WBP_ToolbeltDashboard in Content/UEFN_Toolbelt/Blueprints/ — or just use the PySide6 dashboard instead. |
| Property set fails on Verse device | Property may be read-only in-editor or the name differs. Check the Details panel spelling. |
| FBX import produces no assets | Check Output Log for FBX parse errors. Use forward slashes in file paths. |
| Scatter actors not visible | Check the mesh path is valid — tool falls back to /Engine/BasicShapes/Cube if it can't find the mesh. |
| Something isn't loading after an update | Module may be cached. Paste: import sys; [sys.modules.pop(k) for k in list(sys.modules) if "UEFN_Toolbelt" in k]; import UEFN_Toolbelt as tb; tb.launch_qt() |
| LOD generation fails | StaticMeshEditorSubsystem.set_lods_with_notification requires the mesh to be fully loaded. Run load_asset() first. |
| Menu bar entry missing | init_unreal.py failed silently — check Output Log for [TOOLBELT] error lines on startup. |
Performance Tips
- Slow on large selections?
with_progress(actors, "label")gives a cancellable progress bar — already used in all bulk tools. - Accumulating material instances? They stack in
/Game/UEFN_Toolbelt/Materials/Instances/. Periodically delete unused ones via the Content Browser. - Arena generation slow? Increase
tile_sizeinARENA_PRESETSso fewer tiles are needed for the same area. - Dense scatter hanging the editor? Use
scatter_hisminstead ofscatter_propsfor counts above ~500 — it's one actor instead of N. - Spline sampling too slow? Reduce
sample_countinspline_to_verse_points— control points (default) are instant.
MCP — Connect Any AI to UEFN
UEFN Toolbelt ships a full two-process MCP (Model Context Protocol) architecture so any MCP-compatible AI can directly control the editor — no copy-pasting, no manual Python runs.
This works with any MCP-compatible AI — Claude Code, Cursor, Windsurf, Zed, Continue,
OpenClaw, NemoClaw, or any custom agent that speaks the MCP protocol.
Claude is the recommended driver because of the verse-book spec integration and CLAUDE.md
context loading, but the bridge is completely model-agnostic. If your AI supports MCP, it connects.
How it works:
Your AI ←── MCP stdio ──→ mcp_server.py ←── HTTP ──→ UEFN editor
(IDE) (runs outside) (mcp_bridge.py)
One-time setup:
pip install mcp
Start the listener in UEFN:
import UEFN_Toolbelt as tb; tb.run("mcp_start")
# Output Log: [MCP] ✓ Listener running on http://127.0.0.1:8765
.mcp.json is already in the repo root — any MCP client picks it up automatically.
What any connected AI can do:
- Run any of the 355 toolbelt tools by name (
run_toolbelt_tool) - Spawn, move, delete actors; read selected actors live
- List, rename, duplicate, import, delete Content Browser assets
- Execute arbitrary Python inside UEFN with full
unreal.*access - Create material instances with parameters
- Batch multiple operations in a single editor tick
- Undo / redo editor actions
- Read command history with per-command timing
- Control the viewport camera
- Generate spec-accurate Verse code (see below)
External client — works with any AI, any language:
client.py in the project root is a stdlib-only HTTP client that connects directly to the same listener. No MCP, no SDK, no dependencies — plain HTTP that works from anywhere:
from client import ToolbeltClient
ue = ToolbeltClient()
ue.ping()
ue.run_tool("scatter_hism", count=200, radius=4000.0)
actors = ue.get_all_actors()
ue.batch([
{"command": "run_tool", "params": {"tool_name": "snapshot_save"}},
{"command": "save_current_level", "params": {}},
])
Because the bridge is plain HTTP + JSON, any agent that can make an HTTP request can control UEFN — you are not locked into Claude:
| Agent | How |
|---|---|
| LM Studio (Qwen, Llama, Mistral, etc.) | Point your local model's tool-calling at client.py or call http://127.0.0.1:8765 directly |
| Ollama | Same — any model with function-calling support works |
| curl / bash | curl -X POST http://127.0.0.1:8765 -d '{"command":"ping","params":{}}' |
| Go / Rust / Node | Any HTTP client, no library needed |
| CI pipelines | Run client.py from GitHub Actions, Jenkins, whatever |
# Full UEFN control from curl — no Python, no SDK
curl -s -X POST http://127.0.0.1:8765 \
-H "Content-Type: application/json" \
-d '{"command":"run_tool","params":{"tool_name":"snapshot_save","kwargs":{}}}'
Claude is the recommended driver because of the verse-book spec integration, CLAUDE.md auto-context loading, and the best reasoning for complex autonomous tasks — but the bridge is fully model-agnostic. Confirmed compatible: Claude Code, Cursor, Windsurf, Zed, Continue, OpenClaw, NemoClaw (Linux/NVIDIA), or any custom agent built against the HTTP API directly.
MCP bridge architecture inspired by Kirch's uefn-mcp-server (@KirchCreator) — full credit for the queue + Slate tick pattern.
Spec-Accurate Verse Code Generation
Every other Verse code generator on the market generates from static templates written once and never updated. When Epic changes the Verse spec, those tools silently produce wrong code.
UEFN Toolbelt is the only Verse code generator backed by the live Verse language spec — verselang/book, a 27,000-line authoritative reference maintained by the Verse language team. Before generating any code, Claude queries the spec for exact syntax, effect specifiers, and API signatures. The generated code is spec-accurate, not template-accurate.
How it works in practice:
When you ask Claude to generate Verse code via the MCP bridge, it:
- Calls
verse_book_search("suspends")orverse_book_chapter("concurrency")to pull the relevant spec section - Reads the authoritative syntax and examples directly
- Generates code that matches the current spec — not a six-month-old template
Verse book MCP tools:
| Tool | Description |
|---|---|
verse_book_search |
Search all 18 spec chapters by keyword — returns matching sections with context |
verse_book_chapter |
Fetch a full chapter by topic (concurrency, classes, failure, effects, etc.) |
verse_book_update |
git pull the latest spec from upstream — one call keeps you current |
Keeping the spec current — one command, always:
When Epic ships a Verse update, run either of these to pull the latest spec instantly:
# Option 1: from inside Claude Code (MCP tool — no terminal needed)
verse_book_update()
# Option 2: from a terminal
git -C verse-book pull
That's it. Next time Claude generates Verse code it's working from the updated spec. No reinstall, no version bump, no waiting for a tool maintainer to push an update — you pull directly from the Verse language team's own repo.
verse_gen_custom — Claude writes your device:
# Claude consults the spec, then writes your code to disk
tb.run("verse_gen_custom",
filename="my_patrol_ai.verse",
code="...", # Claude fills this from spec-verified generation
description="Patrol AI using spline waypoints and concurrency race block")
Spec coverage: expressions, primitives, containers, operators, mutability, functions, control flow, failure, structs, enums, classes, interfaces, types, access modifiers, effects, concurrency, live variables, modules, persistable state, language evolution — all 18 chapters.
CLAUDE.md — AI-Native Repository (First of Its Kind)
Most GitHub repos require hours of reading before an AI can contribute meaningfully.
UEFN Toolbelt is the first UEFN project — and one of the first on GitHub at any scale —
to ship full AI-native onboarding as a core feature.
How it works: Claude Code automatically loads CLAUDE.md whenever you open the project directory. The file contains everything Claude needs to contribute correctly on the first try:
- Every tool name, category, parameter, and usage example across all 355 tools
- The exact nuclear reload command and when it's safe vs. unsafe (Quirk #26)
- V2 device property wall — what Python can and cannot configure (Quirk #19)
- UEFN path mounting quirks — why
/Game/breaks and what to use instead (Quirk #23) - Commit format, testing requirements, and the two-phase validation workflow
- MCP bridge command reference for AI → UEFN live control
- The complete 6-phase industrial pipeline for autonomous game building
What this means in practice:
git clone https://github.com/undergroundrap/UEFN-TOOLBELT
cd UEFN-TOOLBELT
claude
# → Claude knows all 355 tools, all UEFN quirks, and the full test workflow.
# → "Add a tool that does X" works on the first try. No session history needed.
Any contributor — including external contributors who've never seen this codebase — opens it with Claude Code and immediately has the same working knowledge as someone who's built it from scratch. The onboarding system is the repo.
No other UEFN tool on GitHub has this. Most repos have a README. This repo has a machine-readable contributor brain that upgrades every AI session that opens it.
See CONTRIBUTING.md for the full 5-step contributor loop with Claude.
Why This Is the Best UEFN Python Tool
UEFN Toolbelt is not just a collection of scripts; it is a secure platform for the UEFN community. It is the definitive way to add, test, update, verify, and document UEFN Python tools:
- Adding & Updating: Drop any Python script into the
Custom_Pluginsfolder and it instantly acquires a beautiful UI card in the PySide6 Dashboard with its author, version, and external documentation links. - Security Verification: Every plugin passes through a 4-Gate strict security audit (Size constraints, AST malicious import scanning, Namespace protection, and SHA-256 hashing) before it can ever execute. You can see the health of every script live in the UI.
- Testing: A programmatic
integration_test.pyvalidates that your tools work perfectly against the live UEFN C++ API, giving developers total confidence after engine updates.
| Feature | UEFN Toolbelt | Everyone else |
|---|---|---|
| Ecosystem Moat | Rich Plugin Hub, automatic UI generation | Scattered, undocumented gists |
| Security Model | 4-Gate Audit (AST scanning, SHA-256) | Blind execution of untrusted code |
| Verification | Automated Integration Test Suite | Manual testing only |
| Tool count | 355 tools, 76 modules | Single-purpose scripts |
| AI integration | Full MCP bridge + model-agnostic HTTP client + tool manifest | None |
| Local model support | LM Studio, Ollama, any HTTP agent | None |
| Verse code gen | Live spec-backed (27K line reference) | Static templates |
| Dashboard | Sidebar nav, Plugin Hub, 13 pages, dark theme | Blueprint widgets or none |
| Architecture | Registry + decorators, undo-safe, extensible | Monolithic scripts |
| AI onboarding | CLAUDE.md auto-loaded — any contributor + Claude Code = full context instantly | None |
| Day-1 release | Shipped UEFN 40.00 launch day (March 2026) |
Testing & Validation
The UEFN Toolbelt includes a professional-grade testing suite to ensure stability across UEFN updates.
1. Smoke Test (Healthy Schema Check)
Verifies all 76 modules are loaded, all 355 tool schemas are valid (descriptions, tags, **kwargs compliance), and UEFN API access is healthy.
import UEFN_Toolbelt as tb
tb.run("toolbelt_smoke_test")
2. Integration Test (Context-Aware Verification)
A sophisticated fixture-based test that spawns actors, programmatically selects them in the viewport, runs tools, and verifies the results (e.g., material changes, transforms, JSON exports).
import UEFN_Toolbelt as tb
tb.run("toolbelt_integration_test")
Validated areas: Materials, Bulk Ops, Prop Patterns, Level Snapshots, API Crawler, Asset Tagger, Verse Helpers, and Screenshots.
Development Workflow
Hot-Reloading (No UEFN Restart Required)
Use the Nuclear Reload command — it completely wipes the Toolbelt from Python's module cache and re-imports everything fresh. See the Quick-Reference Command Table above for the full set of variants (dashboard, graph window, tests, etc.).
# Standard — reload everything and open the dashboard
import sys; [sys.modules.pop(k) for k in list(sys.modules) if "UEFN_Toolbelt" in k]; import UEFN_Toolbelt as tb; tb.register_all_tools(); tb.launch_qt()
[!TIP]
deploy.batprints the right command for your current task after each deploy — no memorisation needed.
| Open source | AGPL-3.0, full source | Closed or single files |
Built for the 2026 UEFN Python wave. First. Most complete. Spec-accurate.
Documentation
| File | What it covers |
|---|---|
| docs/PIPELINE.md | The Industrialization Pipeline — the master document. Every phase (0–6), every tool, current status, Claude's full execution script, the recursive build+fix loop, and the one remaining human step |
| docs/AI_AUTONOMY.md | AI autonomy loop — complete live run walkthrough, generated Verse file, how world_state_export + verse_write_file work, hard limits, roadmap to full headless builds |
| docs/SCHEMA_DEEP_DIVE.md | Forensic schema analysis — type taxonomy, inheritance evidence, enum full tables, network architecture, collision mask system, naming conventions, read-only vs writable |
| docs/DEVICE_API_MAP.md | All 14 C++ actor classes — property tables, enums, automation patterns, access cheatsheet |
| docs/FORTNITE_DEVICES.md | Fortnite Creative devices — Trigger, Score Manager, Teleporter, Guard Spawner, channel wiring |
| docs/SCHEMA_EXPLORER.md | How the schema system works — three layers, tool manifest, AI integration |
| docs/UEFN_QUIRKS.md | 17 non-obvious UEFN Python behaviors — main thread lock, MCP return loop, ghost files |
| docs/ui_style_guide.md | UI Style Guide — color palette, ToolbeltWindow API, widget recipes, canvas theming, AI agent rules. Read before writing any PySide6 UI. |
| docs/plugin_dev_guide.md | Custom plugin development — skeleton, return contract, security model, UI style requirements |
| docs/uefn_python_capabilities.md | Full UEFN Python API surface — what's scriptable, what's read-only, what's stripped |
| docs/CHANGELOG.md | Full version history — every feature, fix, and refactor by release |
Patch Notes
v1.5.3 — March 2026 (Audit Fixes + MCP Auto-Start)
- Version string corrected:
__version__bumped from stale1.2.0to1.5.3. Dashboard About tab now showsv1.5.3 · 247 tools. - MCP listener auto-starts when the dashboard opens — no more manual
tb.run("mcp_start"). If Claude Code is already configured, it connects automatically on first dashboard open. Silent if already running; never blocks the UI if MCP fails. - Smoke test threshold corrected:
MIN_TOOL_COUNTupdated from stale155to171. Smoke test now catches regressions at the real tool count. - Safe tool execution expanded: 23 no-argument tools now verified at smoke-test time (was 9). Coverage:
theme_list,theme_get,config_list,config_get,verse_graph_scan,api_search,spline_measure, and more. - Coverage report tool upgraded (
list_untested.py): Fixed repo root path resolution, improved string literal detection, categorized output, CI-friendly exit codes (0 = all covered, 1 = gaps). Runpython Content/Python/UEFN_Toolbelt/list_untested.pyany time to see 78% coverage with a grouped gap report.
v1.5.2 — March 2026 (Live Theme Switcher + Appearance Tab)
- 6 built-in themes (
toolbelt_dark,midnight,ocean,nord,forest,daylight): Switch via the new Appearance tab in the dashboard,tb.run("theme_set", name="ocean"), or MCP. Changes apply live to every open window instantly — no restart needed. - Appearance tab added to the dashboard sidebar with visual swatch buttons. Each swatch is styled with its own theme colors so you see exactly what you're choosing. Active theme shown with ✓ marker and white border.
- Theme tools (
theme_list,theme_set,theme_get): 3 new registered tools.theme_setpersists the choice toconfig.jsonand notifies all subscribers.theme_getreturns the full palette dict so AI agents can introspect current colors. - Subscriber system in
core/theme.py:subscribe(fn)/unsubscribe(fn)— any window can register for live theme changes._ToolbeltDashboardand allToolbeltWindowsubclasses subscribe automatically on open and unsubscribe on close. Dead Qt object callbacks cleaned up automatically viaRuntimeErrordetection. - Tool count: 171 (up from 168).
v1.5.1 — March 2026 (Theme System + ToolbeltWindow)
Why this matters: As the platform grows — more tool windows, community plugins, AI-generated features — the only way to keep everything looking professional is to make consistency structural, not just documented. This release does that.
core/theme.py(new):PALETTEdict is the single source of truth for every color in the platform.QSSis built dynamically fromPALETTE— edit one hex value and the dashboard, every tool window, and every plugin updates automatically on next reload. No more hunting across files.core/base_window.py(new):ToolbeltWindow(QMainWindow)base class. Subclass instead ofQMainWindowdirectly to get: theme applied automatically, Slate tick driver viashow_in_uefn()(required in UEFN or windows are invisible),self.Ppalette dict,self.hex(token), and factory helpers for every standard widget type (make_topbar,make_btn,make_label,make_divider,make_text_area,make_hbar,set_hbar_value,make_scroll_panel). What used to be ~45 lines of boilerplate per window is now 3 lines.dashboard_pyside6.py:_QSSnow sourced fromcore/theme.pyinstead of defined inline. Backward-compatible.verse_device_graph.py: Refactored to useToolbeltWindow. ~40 lines of manual boilerplate removed.docs/ui_style_guide.md: Fully rewritten — documents the new architecture, fullToolbeltWindowAPI, canvas/QGraphicsScene theming, semantic color table, and a dedicated AI agent rules section.docs/CHANGELOG.md(new): Full version history.- Hot-reload command table added to README and
deploy.bat— one command per dev task, always at hand.
v1.5 — March 2026 (Verse Device Graph + Config Persistence)
- Verse Device Graph (
verse_graph_open,verse_graph_scan,verse_graph_export): The most powerful tool in the Toolbelt for understanding a UEFN level's logic architecture. Interactive node graph of every Creative/Verse device — nodes grouped in Blueprint-style category columns, edges colored by type (@editablered,.Subscribegreen,.callblue). Architecture Health Score (0–100) with Union-Find cluster detection. Minimap overlay (colored dots + blue viewport rect, click/drag to navigate). Category filter dropdown to isolate a device family. Focus button to jump to any selected node. Comment/note boxes survive every re-scan. Hover highlight dims unrelated nodes. ● Live mode polls every 4 s without disturbing node positions. Write-back renames actors and moves folders from the side panel. Gen Wiring generates a ready-to-compilecreative_devicestub. ? Help dialog covers full purpose, workflow, badge guide, and tips. Fully MCP-callable viaverse_graph_scan. (Inspired by ImmatureGamer's uefn-device-graph — independent PySide6 rewrite integrated into the Toolbelt stack.) - Persistent Config System (
config_list,config_get,config_set,config_reset): 12 configurable values persisted atSaved/UEFN_Toolbelt/config.json— survivesinstall.pyupdates. Tools read from config instead of hardcoded defaults.verse.project_pathlets you set your Verse root once and never type it again. - Tool count: 171 (up from 165). 103/103 integration tests passing.
v1.4 — March 2026 (Deep Schema Documentation)
docs/DEVICE_API_MAP.mdrewrite: Complete property reference for all 14 C++ actor classes in the reference schema. Every readable property with type, default value, and automation notes. Enum value tables (FortBuildingType,FortResourceType,NetDormancy, etc.). The 19 restricted properties explained. Property access cheatsheet (get_editor_propertyvsgetattrvs component access).docs/FORTNITE_DEVICES.md: New document covering every common Fortnite Creative device (Trigger, Team Settings, Score Manager, Guard Spawner, Teleporter, Item Spawner, Capture Area, Countdown Timer). The Python↔Verse bridge problem documented with two working access paths. Channel system (1–255) explained with standard channel conventions. Fullexport → inspect → automateworkflow. Verse code generation quick reference.docs/SCHEMA_EXPLORER.mdupdated: Three-schema-layer model (tool manifest + C++ schema + Verse schema). Schema files reference table. Phase 21 complete AI return loop section.docs/uefn_python_capabilities.mdupdated: Tool count corrected to 161.
v1.3 — March 2026 (Phase 21: Complete AI Return Loop)
- 100% Structured Dict Returns: Every single
@register_toolfunction across all 23 tool modules now returns{"status": "ok"/"error", ...data...}. This is the full completion of the MCP return contract — AI agents calling any tool via the bridge receive a machine-readable result. ZeroNonereturns, zero bare primitives, zero unreal objects remain. describe_toolMCP Command: New MCP bridge command that returns a single tool's full manifest entry (name,description,parameters,tags,category) without loading the entiretool_manifest.json. AI agents can query parameter contracts per-tool on demand.- Files updated:
spline_prop_placer,text_painter,smart_organizer,localization_tools,foliage_converter,sequencer_tools,lighting_mastery,verse_schema,system_build— all 15+ remaining-> Noneand primitive-return tools converted. - Internal callers updated:
run_measure_travel_time,run_enforce_conventions (dry_run path)— callers that expected float/None return values updated to handle the new dict returns.
v1.2 — March 2026 (Phase 20: AI-Agent Readiness)
- 355 tools across 54 categories
- Tool Manifest Export (
plugin_export_manifest): WritesSaved/UEFN_Toolbelt/tool_manifest.json— a machine-readable index of every registered tool with its full parameter signature (name, type, required/optional, default). Any AI agent or automation script can load this file and know how to call every tool without reading source code. This is the key artifact for full AI-driven UEFN workflows. - Structured Returns Everywhere (Phase 21 complete): All 355 tools return
{"status": "ok"/"error", ...}dicts. ZeroNonereturns remain. MCP callers (Claude Code,client.py, scripts) can read every result programmatically — no log parsing required. - Schema-Driven Property Discovery (
schema_utils.discover_properties):verse_device_editor's property reader now queries the reference schema for each actor's class before falling back to a hardcoded list. It reads whatever properties the schema actually defines for that class, making it correct-by-construction rather than hardcoded. - Registry
to_manifest(): New method onToolRegistrythat introspects every function's signature viainspect.signature()— captures param names, type annotations, required/optional status, and defaults. Powersplugin_export_manifestand exposes the full tool catalog programmatically. schema_utilsexpansion: Addedlist_classes()(all schema class names) anddiscover_properties(class_name)(schema property dict for a class) — two new helper functions that replace hardcoded property lists with live schema lookups.- Full MCP Return Loop: The complete chain is verified: tool returns dict →
registry.execute()→_serialize(result)→ JSON in MCP response → readable by Claude Code. Every structured return flows end-to-end.
v1.1 — March 2026 (Phase 19: Simulation & Sequences)
- 160 tools across 50 categories: Simulation, Sequencer, Verse Helpers, and more
- Verse Simulation Proxies: Generate Python counterparts for @editable Verse properties to test logic without full UEFN sessions.
- Named Auto-Link Breakthrough: Robust fuzzy resolution for
VerseDevice_Cactors—auto-links viewport labels to Verse schema. - Sequencer Automation: One-click "Actor to Spline" paths and batch keyframe management.
- Dashboard v2 Refactor: Migrated ALL 24 tabs to the modern
builder(R)pattern; fixed criticalNameError: _titlebug. - Deep Diagnostics: New
debug_dump_verse_actoranddebug_audit_verse_assetstools for troubleshooting hidden API links.
v1.0 — March 2026 (Initial Release)
- 250 tools across 13 categories: Materials, Procedural, Bulk Ops, Text, Assets, Verse, Project, Screenshot, Tags, MCP, API Explorer, Utilities, and more
- PySide6 dashboard — dark-themed floating window with sidebar nav, search across all tools, and per-category pages
- Tool Registry —
@register_tooldecorator system, execute-by-name, tag/category search - MCP bridge — full two-process architecture letting Claude Code control UEFN over HTTP
- Verse spec integration — live
verselang/bookbacked Verse code generation - Smoke test — 6-layer health check (Python env, UEFN API, tool registry, MCP bridge, PySide6, Verse spec)
- UEFN 40.00 compatibility — tested against real UEFN API, fixed
TextRenderHorizontalAlignment,find_or_add_section,register_menukeyword arg incompatibilities - About page — in-dashboard credits, license info, and repo links
Why the Theme System Matters
Most tools hard-code their colors. When a new window is built, the developer copy-pastes hex values and the UI slowly drifts — different shades of dark, slightly different borders, inconsistent accent colors. Community plugins make it worse because plugin authors have no reference to match.
The Toolbelt theme system solves this structurally, not just with documentation:
core/theme.pyis the single source of truth.PALETTEis a live dict. Every color in the platform — dashboard, tool windows, device graph, community plugins — reads from it. Change one value and every window updates on the next reload.set_theme()updates everything live. It mutatesPALETTEin-place, rebuilds the QSS stylesheet, and notifies every subscribed window via a callback list. No restart needed. This is exactly how Discord, VS Code, and Obsidian implement live theme switching.ToolbeltWindowenforces the standard automatically. SubclassingToolbeltWindowinstead ofQMainWindowmeans your window gets the theme applied, subscribes to future changes, and unsubscribes cleanly on close — for free. Plugin authors get platform-consistent UI without knowing how the theme system works.- Community plugins inherit theming. A plugin that subclasses
ToolbeltWindowwill switch themes with the rest of the platform automatically. The platform grows without visual fragmentation. - 6 built-in themes (
toolbelt_dark,midnight,ocean,nord,forest,daylight) — switchable from the Appearance tab,tb.run("theme_set", name="ocean"), or MCP. Persists across restarts viaconfig.json.
This is what separates a collection of scripts from a platform.
Attributions
The UEFN Toolbelt is built on the shoulders of community pioneers who proved these patterns work:
| Contributor | Project | What they pioneered |
|---|---|---|
| Kirch (@KirchCreator) | uefn-mcp-server | MCP bridge for UEFN — the queue + Slate tick pattern for calling unreal.* from external processes. The Toolbelt MCP bridge is an independent rewrite extending this architecture. |
| ImmatureGamer (@ImmatureGamer) | uefn-device-graph | Verse device graph concept — first tkinter implementation of a UEFN node graph tool. The Toolbelt device graph is an independent PySide6 rewrite built into the Toolbelt stack. |
Both tools are independently developed and go significantly beyond their inspirations, but these creators deserve credit for proving the concepts first. Go follow them.
Contributing
Contributions are welcome and encouraged. This project follows a simple rule: keep it useful for real UEFN creators.
Testing your tools: Before contributing, please read TOOL_STATUS.md to understand which tools are covered by automated tests and which require manual verification.
How to contribute
- Fork the repo and create a branch:
git checkout -b feature/my-tool - Follow the tool structure — see Adding a New Tool for the exact pattern
- Test in a live UEFN editor — this is mandatory. Syntax checks don't catch UEFN runtime failures. Run the hard-refresh bundle in the UEFN Python console and confirm your tool works:
Then run the smoke test to confirm no regressions:import sys; [sys.modules.pop(k) for k in list(sys.modules) if "UEFN_Toolbelt" in k]; import UEFN_Toolbelt as tb; tb.register_all_tools(); tb.run("your_tool_name")tb.run("toolbelt_smoke_test") - Open a Pull Request with a clear description of what the tool does and why it belongs here
Guidelines
- Every tool must be wrapped in
ScopedEditorTransactionif it modifies the level — one Ctrl+Z must undo it - No network calls. Tools that need external data should require the user to provide it as a parameter
- No new dependencies beyond
unreal(built-in) andPySide6(already required for the dashboard) - Tool names use
snake_case. Category names useTitle Case. Both must be unique - Add your tool to the smoke test if it has a meaningful self-test
- If you fix a UEFN API incompatibility, document what the correct API is in a comment — the API is underdocumented and your discovery helps everyone
Code style
- Follow the existing patterns in
tools/— no need for docstrings on every line, but the@register_tooldescription must be clear enough for the search box - Python 3.11 compatible — no f-string backslashes, no 3.12+ syntax
- All paths use
unreal.Pathsoros.path— no hardcoded Windows separators
Attribution
By contributing, you agree that your code may be distributed under the AGPL-3.0 license. Your name will be credited in the patch notes for the release that ships your contribution.
Tool Requests
Have an idea for a tool that should be in the Toolbelt? Open a GitHub Issue with the label tool-request.
Good tool request format:
Title: [Tool Request] Bulk set collision preset on selected actors
What it does:
Sets the collision preset (e.g. BlockAll, OverlapAll, NoCollision) on all
selected static mesh actors in one click.
Why it's useful:
Setting collision on 50 props one at a time in Details is extremely slow.
This is one of the most common repeated tasks in UEFN prop placement.
Category: Bulk Ops
Tags: collision, bulk, static mesh
The more specific you are about the exact UEFN operation and why it saves time, the more likely it is to ship.
Note: Tool requests from contributors who have already opened a PR get prioritized.
You can also request tools directly from inside the dashboard — click About → Open an Issue on GitHub.
License
GNU Affero General Public License v3.0 (AGPL-3.0) with Visible Attribution Requirement
Copyright © 2026 Ocean Bennett
This software is free and open source. You may use, fork, and modify it under AGPL-3.0. Derivative works — forks, plugins, tools built on top of this codebase — must also be open source and must include visible credit:
"Built on UEFN Toolbelt by Ocean Bennett (https://github.com/undergroundrap/UEFN-TOOLBELT)"
Commercial use: Integrating this toolbelt into a closed-source or monetized product requires a separate commercial license. Contact Ocean Bennett to arrange terms.
Full license: see LICENSE — or read it in the dashboard under About → License.
Built by Ocean Bennett — @undergroundrap — for the 2026 UEFN Python wave.
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