ue5-editor-control
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ChineseUE5 Editor Control
UE5编辑器控制
HTTP API for the UE5 editor. Plugin runs on .
UE5AIAssistantlocalhost:58080用于UE5编辑器的HTTP API。插件运行在。
UE5AIAssistantlocalhost:58080Auto-Setup Flow (MUST follow on first use)
自动设置流程(首次使用必须遵循)
Every time you need to use this skill, start here:
每次需要使用该技能时,请从这里开始:
Step 1: Check if plugin is already running
步骤1:检查插件是否已运行
bash
curl -s --max-time 3 http://localhost:58080/api/ping- If response contains → Skip to Quick Start below
"success": true - If connection refused / timeout → Plugin not running, continue to Step 2
bash
curl -s --max-time 3 http://localhost:58080/api/ping- 如果响应包含→ 跳至下方的快速开始
"success": true - 如果连接被拒绝/超时 → 插件未运行,继续步骤2
Step 2: Find user's UE5 project
步骤2:查找用户的UE5项目
Ask the user: "你的 UE5 项目路径是什么?"
Or auto-detect (look for files):
.uprojectbash
undefined询问用户:"你的 UE5 项目路径是什么?"
或自动检测(查找文件):
.uprojectbash
undefinedmacOS common locations
macOS常见位置
find ~/Documents ~/Desktop ~/Projects ~/codeprojects -maxdepth 3 -name "*.uproject" 2>/dev/null
Save the project path for later use.find ~/Documents ~/Desktop ~/Projects ~/codeprojects -maxdepth 3 -name "*.uproject" 2>/dev/null
保存项目路径以备后用。Step 3: Check if plugin is installed in the project
步骤3:检查项目中是否已安装插件
bash
undefinedbash
undefinedCheck if plugin exists in the UE5 project
检查UE5项目中是否存在插件
test -f "<UE5_PROJECT_PATH>/Plugins/UE5AIAssistant/UE5AIAssistant.uplugin" && echo "INSTALLED" || echo "NOT INSTALLED"
- If `INSTALLED` → Tell user: **"插件已安装,请打开 UE5 编辑器然后告诉我"**
- If `NOT INSTALLED` → Continue to Step 4test -f "<UE5_PROJECT_PATH>/Plugins/UE5AIAssistant/UE5AIAssistant.uplugin" && echo "INSTALLED" || echo "NOT INSTALLED"
- 如果显示`INSTALLED` → 告知用户:**"插件已安装,请打开UE5编辑器并告知我"**
- 如果显示`NOT INSTALLED` → 继续步骤4Step 4: Install the plugin
步骤4:安装插件
Option A — Download prebuilt binary (recommended, no C++ required):
bash
bash scripts/install.sh "<UE5_PROJECT_PATH>"If this fails (no releases published yet), fall back to Option B.
Option B — Copy source code (requires UE5 C++ compilation):
The skill's GitHub repo contains the C++ source. Clone and copy:
bash
undefined选项A — 下载预编译二进制文件(推荐,无需C++环境):
bash
bash scripts/install.sh "<UE5_PROJECT_PATH>"如果此方法失败(暂无发布版本),则回退到选项B。
选项B — 复制源代码(需要UE5 C++编译环境):
该技能的GitHub仓库包含C++源代码。克隆并复制:
bash
undefinedClone the repo (if not already available)
克隆仓库(如果尚未获取)
git clone https://github.com/1103837067/ue5-editor-control.git /tmp/ue5-editor-control
git clone https://github.com/1103837067/ue5-editor-control.git /tmp/ue5-editor-control
Copy plugin source to UE5 project
将插件源代码复制到UE5项目
mkdir -p "<UE5_PROJECT_PATH>/Plugins/UE5AIAssistant"
cp -r /tmp/ue5-editor-control/Source "<UE5_PROJECT_PATH>/Plugins/UE5AIAssistant/"
cp /tmp/ue5-editor-control/UE5AIAssistant.uplugin "<UE5_PROJECT_PATH>/Plugins/UE5AIAssistant/"
Then tell user: **"插件已复制到项目中。请打开 UE5 编辑器,它会自动编译插件。打开后告诉我。"**mkdir -p "<UE5_PROJECT_PATH>/Plugins/UE5AIAssistant"
cp -r /tmp/ue5-editor-control/Source "<UE5_PROJECT_PATH>/Plugins/UE5AIAssistant/"
cp /tmp/ue5-editor-control/UE5AIAssistant.uplugin "<UE5_PROJECT_PATH>/Plugins/UE5AIAssistant/"
然后告知用户:**"插件已复制到项目中。请打开UE5编辑器,它会自动编译插件。打开后告知我。"**Step 5: Verify connection
步骤5:验证连接
bash
curl -s --max-time 3 http://localhost:58080/api/pingIf still failing, tell user to check:
- UE5 editor is open with the correct project
- Check Output Log for "UE5AIAssistant: HTTP server started on port 58080"
- Plugin is enabled: Edit → Plugins → search "UE5AIAssistant"
bash
curl -s --max-time 3 http://localhost:58080/api/ping如果仍然失败,告知用户检查:
- UE5编辑器已打开并加载了正确的项目
- 在输出日志中查找"UE5AIAssistant: HTTP server started on port 58080"
- 插件已启用:编辑 → 插件 → 搜索"UE5AIAssistant"
Prerequisites Summary
前提条件汇总
| Requirement | Detail |
|---|---|
| UE5 | 5.4+ installed and project created |
| OS | macOS / Windows / Linux |
| curl | Pre-installed on macOS/Linux; Git Bash on Windows |
| UE5 Editor | Must be running with plugin enabled |
| C++ (Option B only) | Only if no prebuilt binary available for your platform |
| 要求 | 详情 |
|---|---|
| UE5 | 已安装5.4+版本并创建了项目 |
| 操作系统 | macOS / Windows / Linux |
| curl | macOS/Linux已预装;Windows需使用Git Bash |
| UE5编辑器 | 必须已运行且插件已启用 |
| C++环境(仅选项B需要) | 仅当你的平台暂无预编译二进制文件时需要 |
Quick Start
快速开始
bash
undefinedbash
undefinedExecute command (preferred for complex JSON)
执行命令(复杂JSON推荐使用)
curl -s -X POST -H "Content-Type: application/json"
-d '{"command":"get_actors_in_level","args":{}}'
http://localhost:58080/api/execute
-d '{"command":"get_actors_in_level","args":{}}'
http://localhost:58080/api/execute
curl -s -X POST -H "Content-Type: application/json"
-d '{"command":"get_actors_in_level","args":{}}'
http://localhost:58080/api/execute
-d '{"command":"get_actors_in_level","args":{}}'
http://localhost:58080/api/execute
Simple commands via helper
通过助手执行简单命令
bash scripts/ue5cmd.sh exec get_actors_in_level '{}'
Response: `{ "success": true|false, "data": {...}|null, "error": "..."|null }`bash scripts/ue5cmd.sh exec get_actors_in_level '{}'
响应格式:`{ "success": true|false, "data": {...}|null, "error": "..."|null }`Common Mistakes — Do NOT
常见错误——请勿
- Do NOT add nodes one-by-one — always use
batch_execute - Do NOT guess C++ function names — use first
list_functions - Do NOT hardcode pin names — read them from response array
pins - Do NOT skip after editing
compile_blueprint - Do NOT use for complex JSON — use
ue5cmd.shdirectlycurl
- 请勿逐个添加节点——始终使用
batch_execute - 请勿猜测C++函数名——先使用
list_functions - 请勿硬编码引脚名称——从响应的数组中读取
pins - 编辑后请勿跳过
compile_blueprint - 复杂JSON请勿使用——直接使用
ue5cmd.shcurl
Task Router — Read the Right Module
任务路由——阅读对应模块
Based on the user's task, read only the relevant module file for detailed commands, parameters, and workflows:
| User wants to... | Read this file |
|---|---|
| Work with actors (spawn, delete, transform, properties) | references/actor.md |
| Build blueprint structure & logic (create BP, variables, functions, nodes, batch_execute) | references/blueprint.md |
| Create materials (expressions, connections, apply) | references/material.md |
| Build animation blueprints (state machines, states, transitions) | references/animation.md |
| Access any property via reflection, manage assets (create/read/write) | references/property.md |
| Set up Enhanced Input, configure character movement, build end-to-end characters | references/input-character.md |
Rules:
- Read only the module(s) needed for the current task — do NOT read all files
- If unsure which module, check the table above or read the user's intent
- Multiple tasks may require multiple modules (e.g., character = blueprint + input-character)
根据用户的任务,仅阅读相关模块文件以获取详细命令、参数和工作流:
| 用户想要... | 阅读此文件 |
|---|---|
| 处理Actor(生成、删除、变换、属性) | references/actor.md |
| 构建蓝图结构与逻辑(创建蓝图、变量、函数、节点、batch_execute) | references/blueprint.md |
| 创建材质(表达式、连接、应用) | references/material.md |
| 构建动画蓝图(状态机、状态、过渡) | references/animation.md |
| 通过反射访问任意属性,管理资源(创建/读取/写入) | references/property.md |
| 设置Enhanced Input,配置角色移动,构建完整角色 | references/input-character.md |
规则:
- 仅阅读当前任务所需的模块——请勿阅读所有文件
- 若不确定哪个模块,请查看上表或解读用户意图
- 多个任务可能需要多个模块(例如,角色 = 蓝图 + 输入-角色)
65 Commands Overview (for quick orientation only)
65个命令概览(仅用于快速了解)
| Category | Commands | Count |
|---|---|---|
| Actor | | 10 |
| Blueprint Structure | | 11 |
| Blueprint Discovery | | 3 |
| Blueprint Nodes | | 8 |
| Material | | 5 |
| Asset | | 3 |
| Editor | | 7 |
| Animation | | 7 |
| Generic Reflection | | 11 |
| 类别 | 命令 | 数量 |
|---|---|---|
| Actor | | 10 |
| 蓝图结构 | | 11 |
| 蓝图发现 | | 3 |
| 蓝图节点 | | 8 |
| 材质 | | 5 |
| 资源 | | 3 |
| 编辑器 | | 7 |
| 动画 | | 7 |
| 通用反射 | | 11 |
Error Quick Reference
错误速查
| Error pattern | Fix |
|---|---|
| Use discovery commands ( |
| Error response lists all available pins — use the correct name |
| Read references/blueprint.md error handling section |
| 错误模式 | 修复方法 |
|---|---|
| 使用发现命令( |
| 错误响应会列出所有可用引脚——使用正确名称 |
| 阅读references/blueprint.md中的错误处理章节 |