Direktor exposes 50 tools. Most take an action parameter that selects the operation, so related operations stay grouped under one tool and the tool list stays small. Anything not covered by a dedicated tool is reachable through the capability catalog, which exposes roughly 5,900 reflected Unreal APIs.
Every mutating call is recorded as one editor undo step, so you can revert your own changes with the editor tool (undo / redo / history) or Ctrl+Z. A call that hard-fails self-reverts. Asset creation, saves, and run_python side effects are not transactional.
| Tool | Key actions |
|---|
actor | spawn (inline mesh/scale/material/color), delete, list, get_selection, set_selection, set_transform, duplicate, get_properties, set_property, set_material, set_color, set_mesh, attach, detach, set_folder, set_label, set_tags, get_bounds |
viewport | get_info, set_camera, frame_actor, screenshot, read_screenshot, focus |
level | load, new, new_from_template, save, save_all, set_current, info, list, build_lighting, add_sublevel, set_visibility |
play | start (Play In Editor), simulate, stop, status, game_view |
| Tool | Key actions |
|---|
asset | list, import, delete, rename, move, duplicate, create_directory, get_metadata, save, exists, find_referencers, set_property |
content_pack | list, install, verify — install engine Feature/Content Packs (.upack) with a completeness check |
redirectors | list, fixup — resolve the ObjectRedirector stubs left by rename/move |
mesh | info, add_collision, add_convex_collision, remove_collision, set_nanite, set_material, set_lods, add_socket, remove_socket |
material | create, create_instance, set_instance_parameter, list_parameters, author_graph, pbr_from_textures, set_usage |
texture | create (solid/gradient/checker/noise), normal_from_height, channel_pack |
physics | create, info |
geometry | primitives, grids, booleans, to_static_mesh, plus mesh editing (deform, remesh, auto_uv) — GeometryScript, UE 5.4+ |
skeletal_mesh | create_from_static_mesh — UE 5.4+ |
merge | actors — bake several actors’ static meshes into one to cut draw calls |
| Tool | Key actions |
|---|
blueprint | inspect, create, create_anim_blueprint, add_state_machine, add_blend, create_variable, add_function, compile, validate_graph, reparent, add_node, connect_pins, apply_graph, and more |
component | add, list, remove (actor-instance and Blueprint-class) |
user_type | create_struct, add_field, create_enum, add_value, inspect, remove_field, remove_value |
datatable | create, import_csv, import_json, list_rows |
widget | create, add_widget, set_property, animations, property bindings, and event handlers (UMG) |
| Tool | Key actions |
|---|
animation | notifies, curves, sync markers; create_blendspace, create_montage |
sequencer | create, add_possessable, add_spawnable, set_playback_range, add_transform_keyframe |
metasound | create_source (UE 5.3+) |
audio | create_sound_class, create_sound_mix, create_attenuation, spawn_ambient_sound |
niagara | create_system, add_emitter, add_module, list_emitters (UE 5.3+) |
| Tool | Key actions |
|---|
gas | create_ability, create_effect, create_cue, add_ability_system_component (needs the GameplayAbilities plugin) |
ai | create_blackboard, add_blackboard_key, create_behavior_tree, create_ai_controller |
behavior_tree | inspect; author (UE 5.3+) — build the node graph from a spec |
networking | get/set actor replication settings |
perception | add_stimuli_source, info |
eqs | list, inspect, create an EnvQuery (generator + tests) |
| Tool | Key actions |
|---|
foliage | scatter, add, list, clear (UE 5.1+) |
spline | create, add_point, scatter_meshes (UE 5.1+) |
volume | create (trigger/blocking/postprocess/nav_bounds/kill_z/audio/physics/pain), list_kinds |
landscape | list, export_heightmap, import_heightmap |
pcg | scatter_macro, scatter_along_spline, create_graph, generate, cleanup (UE 5.4+, needs the PCG plugin) |
input | create_action, create_context, map_key, unmap_key, list_mappings (Enhanced Input, UE 5.1+) |
| Tool | Key actions |
|---|
package | build, status |
build | navmesh, HLOD, geometry, texture streaming, lighting, and more (the editor Build menu) |
asset_editor | open, focus, close, close_all, list |
settings | list_classes, describe, get, set (Project Settings + Editor Preferences) |
review | list_packs, get_pack, project_snapshot (architecture review packs) |
flow | run, run_saved, list — multi-step workflows with best-effort rollback |
editor | undo, redo, history |
capability | search, describe, invoke, list_categories — see Capability Catalog |
docs | list, search, read |
log | read |
perf | audit; Unreal Insights tracing (5.1+) |
editor_utility | list and run Editor Utility Widgets / Blutilities |
run_python | run arbitrary Python (opt-in) — see Python & Console |
run_console_command | pass a command to the UE console |
You rarely need to memorize any of this. Ask your AI client what it can do, or have it call:
docs(action="search", query="...") to find a how-to or composition recipe.
capability(action="search", query="...") to reach any reflected Unreal API that isn’t a first-class tool.
Many per-item actions accept an array parameter that runs the whole batch in one call — actor spawn/delete/set_transform, asset move/delete, blueprint create_variable, user_type add_field, and more. The target level or asset is resolved and saved once instead of per item, which is faster and avoids redundant saves. The array form is additive: pass the array instead of the singular parameters.