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.

Core vs experimental. Core areas (assets, Blueprints, widgets, inspection, debugging) are solid and the focus of the product. Experimental areas work but are less complete and still changing. Internal marks plumbing you can ignore.

No namespaces match that search.

Project & assets

Content assets and the classes you author most.

Inspect, debug & data

Read state, reach any property, and debug what happened.

Editor & system

Drive the editor and run engine-level tooling.

UI & widgets

Author UMG and drive live widgets.

Audio

Runtime sound in the live world.

Scene, level & world

Place actors and build levels and worlds.

Rendering & look

Materials, VFX, lighting, and capture.

Animation & rigging

Skeletal animation, rigs, physics, and cinematics.

AI & gameplay

AI, abilities, framework, and procedural systems.

Next: Troubleshooting →