Namespaces
PinWright's operations are organized into 60+ namespaces, one per area of the editor. You never call these yourself. Your assistant picks the right ones for whatever you ask. This is the map: search for what you need, then open a namespace for a plain-language walkthrough and examples.
No namespaces match that search.
Project & assets
Content assets and the classes you author most.
Browse, import, load, rename, delete, and dump any content asset. The central content-browser surface.
Create and edit Blueprint classes: variables, functions, events, components, compile, and decompile.
Author and inspect Data Table rows: describe the row struct, list, add, set, and remove rows.
Author Chooser Table assets: columns, rows, cell predicates, and per-row results.
Author Enhanced Input assets: Input Actions and Input Mapping Contexts.
Create, import, inspect, and configure textures: render targets, arrays, compression, streaming, channels.
Build and edit mesh topology: primitives, dynamic-mesh edits, UVs, collision, LODs, Nanite.
Inspect, debug & data
Read state, reach any property, and debug what happened.
Read and write any property on any object (get, set, list, reset). The reflection escape hatch.
Edit individual elements of array, map, and set properties.
Call any reflected function on an object by name. A general escape hatch.
Read a Static Mesh's bounds, materials, LODs, collision, and Nanite state.
Query recorded play sessions to debug what happened. Powerful, but needs your game instrumented.
Capture and post-process Unreal Insights traces for offline timing analysis.
Scalability, console variables, and performance snapshots for the live session.
Toggle Gameplay Debugger categories at runtime.
Placeholder for log streaming. For now, read the editor log file directly.
Editor & system
Drive the editor and run engine-level tooling.
Drive the editor and its viewport: camera, Play-In-Editor, console, undo and redo, save, screenshots, input.
Engine-level controls: run builds and tests, console commands, the job queue, and read-only scene inspection.
Run Python in the editor interpreter. The general escape hatch for anything without a dedicated operation.
Read and act on source-control state: file status, log, revert, and mark for add.
Cross-cutting editor conveniences (cameras, playback speed, splines, post-process volumes).
Automation-bridge and build tooling about the plugin itself.
UI & widgets
Author UMG and drive live widgets.
Author UMG Widget Blueprints: the widget tree, styles, event bindings, and animations. One of the most complete areas.
Drive live widget instances during play: instantiate, mutate state, and remove.
Observe, drive, and verify live running UI: read a surface's elements, inject real input, and assert on-screen conditions.
Audio
Runtime sound in the live world.
Scene, level & world
Place actors and build levels and worlds.
Spawn, move, tag, attach, and edit components on placed actors in the level.
Open, save, create, and edit maps: streaming, lighting and nav builds, actor lists and bounds.
World Partition workflows: cell loading, Data Layers, and partitioned level state.
Place and configure level volumes: blocking, trigger, post-process, audio, nav, lighting, kill-Z.
Create and edit spline actors, components, points, and spline-mesh scattering.
Foliage types, procedural foliage, painting, and instance edits.
Heightfield terrain: component grids, sculpting, materials, grass, and seeding.
UE Water plugin bodies (river, lake, ocean) and zones. Requires the Water plugin.
Legacy environment build and live ambience: sky, fog, time of day, atmospherics.
Nav mesh and agent settings, nav areas, modifiers, and NavLink proxies.
Deterministic spatial reasoning in the world: raycasts, distance and overlap measurement, surface placement, and placement verification.
Rendering & look
Materials, VFX, lighting, and capture.
Material asset authoring: instance parameters and graph import and export (MGIR text).
Niagara VFX authoring and inspection: systems, emitters, modules, parameters, NIR text.
Level lighting and light actors: skylight, shadows, GI, volumetric fog, and lighting builds.
Typed setters for common post-process settings (color grading, bloom, Lumen, anti-aliasing).
Persisted renderer project settings that survive an editor restart.
Capture exact-size screenshots of asset previews, the level viewport, or render targets.
Drive the live viewport to a framed pose and capture it: frame an actor from a chosen angle or grab a canonical orbit set.
Transient preview effects in the live world: debug shapes and dynamic lights.
Movie Render Queue: build and run offline cinematic render jobs from a Level Sequence.
Animation & rigging
Skeletal animation, rigs, physics, and cinematics.
Helpers for skeletal animation: anim blueprints, blend spaces, IK, retargeting, and montages.
AGIR text to author or read back Animation Blueprint graphs.
CRIR text for Control Rig (RigVM) graphs and rig hierarchy.
Skeletal asset structure: bones, sockets, morph targets, skin weights, physics assets, cloth.
Pose Search schema and database assets for Motion Matching.
Physics assets, ragdoll, and Chaos vehicle wheel and suspension setup.
Author Level Sequences: bindings, tracks, keyframes, and editor playback (cinematics).
AI & gameplay
AI, abilities, framework, and procedural systems.
Wire AI assets across perception, blackboards, behavior trees, EQS, Mass, Smart Objects, and StateTree.
Author Behavior Tree graphs and decompile to BTIR text.
Author Environment Query System assets: generators, tests, contexts.
Author StateTree assets: evaluators, tasks, conditions, transitions.
Gameplay Ability System assets: abilities, effects, cues, attribute sets, ASC setup.
Gameplay tag registry and tag-query authoring.
Configure Character Blueprint movement, capsule, mesh, camera, and footsteps.
GameMode, Pawn, GameState, controllers, respawn, scoring, teams, and rounds.
Interactable surfaces, interaction components, prompts, doors, switches, loot.
Local players, LAN sessions, host and join, split-screen, and voice chat.
Configure Blueprint replication, RPC functions, actor relevance, network roles, prediction, and network settings.
Chaos Vehicles wheel and suspension assets.
Author PCG graph assets: nodes, edges, and procedural-generation node families.