Connect to AI
Discover the included tools and inspect native results before saving changes.
On this page
Enable the optional connection
The adapter and AgentSkill ship inside this plugin under Content/Python. No second studio plugin or system Python installation is required.
- Enable Unreal’s Toolset Registry and restart the editor. Its engine dependencies provide the editor Python environment.
- Configure a compatible client and its Unreal MCP connection separately. The plugin does not start its own listener or force-enable a bridge.
- Discover toolset
scientific_number_tools_ai.__init__.ScientificNumberTools. - Use
catalogto discover exact operation names, native inputs, defaults and outputs before calling them.
Run a small calculation
Call catalog with query Add. Then call invoke with operation ScientificNumberFunctionLibrary.Add, arguments_json {"A":"2e0","B":"3e0"} and an empty target.
The numeric result is equivalent to 5. Inspect outputs.ReturnValue and any error outputs. The invoked flag confirms dispatch, not mathematical success.
Choose a workflow
| Tool | Use |
|---|---|
| catalog | Discover operations and schemas |
| invoke | Call an operation; use an object path for instance methods |
| release_handles | Release temporary protected values |
| create_asset | Create a Blueprint, formatter or DataTable; a DataTable requires an existing project-owned row struct. |
| configure_formatter | Apply validated formatter rules |
| save_asset | Explicitly compile/validate and save an asset |
Example request: “Inspect my resource-counter Blueprint. Explain where a failed purchase is handled and whether it preserves the balance. Do not modify or save assets.” Compare the answer with the graph and runtime results.
To create a DataTable with AI, first create a row struct in Unreal, then supply its path through row_struct_path to create_asset. The adapter does not provide row lookup, filtering, updates, or CSV import/export helpers. Use native Get Data Table Row, Break YourRowStruct, and the DataTable editor’s CSV/JSON import and export.
Handles and boundaries
Safe values use type-checked opaque handles, limited to 4,096 and expiring after one hour. Release them when finished. They are not save data. JSON transport is bounded to 2 MiB and arrays to 4,096 items; Unreal performs DataTable CSV/JSON import and export in its native editor.
Send large integer exponents as decimal strings, for example {"base":1.25,"exponent":"400"}. The game’s chosen persistence provider owns durable protection, keys and storage; do not treat AI handles or in-memory Safe values as saved records.
Toolset Registry is experimental, editor-only engine infrastructure. If discovery fails, check startup logs and the client connection. See troubleshooting; the core calculations remain independent of AI.