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pipeline

Editor & system Internal

Automation-bridge and build tooling about the plugin itself.

What it is

The pipeline namespace is a thin surface over the plugin's own automation bridge and build tooling. It covers a handful of introspection and build-plumbing calls — reading bridge status, listing the available automation tool categories, and launching Unreal Build Tool — rather than anything you author inside your game. It exists to support the machinery that runs PinWright, not to shape your project's content.

If you are actually driving the editor — running tests, executing console commands, or invoking subsystem functions — reach for system instead; that is the top-level control surface most work goes through. Almost nothing here is something you call directly during day-to-day editor automation, and there is no game-authoring workflow that depends on it.

This area is internal plumbing about the plugin and its build. Most users can safely ignore it — you will reach for system, actor, blueprint, and the asset namespaces long before you ever need anything under pipeline.

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