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Tool Reference

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.

ToolKey actions
actorspawn (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
viewportget_info, set_camera, frame_actor, screenshot, read_screenshot, focus
levelload, new, new_from_template, save, save_all, set_current, info, list, build_lighting, add_sublevel, set_visibility
playstart (Play In Editor), simulate, stop, status, game_view
ToolKey actions
assetlist, import, delete, rename, move, duplicate, create_directory, get_metadata, save, exists, find_referencers, set_property
content_packlist, install, verify — install engine Feature/Content Packs (.upack) with a completeness check
redirectorslist, fixup — resolve the ObjectRedirector stubs left by rename/move
meshinfo, add_collision, add_convex_collision, remove_collision, set_nanite, set_material, set_lods, add_socket, remove_socket
materialcreate, create_instance, set_instance_parameter, list_parameters, author_graph, pbr_from_textures, set_usage
texturecreate (solid/gradient/checker/noise), normal_from_height, channel_pack
physicscreate, info
geometryprimitives, grids, booleans, to_static_mesh, plus mesh editing (deform, remesh, auto_uv) — GeometryScript, UE 5.4+
skeletal_meshcreate_from_static_mesh — UE 5.4+
mergeactors — bake several actors’ static meshes into one to cut draw calls
ToolKey actions
blueprintinspect, 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
componentadd, list, remove (actor-instance and Blueprint-class)
user_typecreate_struct, add_field, create_enum, add_value, inspect, remove_field, remove_value
datatablecreate, import_csv, import_json, list_rows
widgetcreate, add_widget, set_property, animations, property bindings, and event handlers (UMG)
ToolKey actions
animationnotifies, curves, sync markers; create_blendspace, create_montage
sequencercreate, add_possessable, add_spawnable, set_playback_range, add_transform_keyframe
metasoundcreate_source (UE 5.3+)
audiocreate_sound_class, create_sound_mix, create_attenuation, spawn_ambient_sound
niagaracreate_system, add_emitter, add_module, list_emitters (UE 5.3+)
ToolKey actions
gascreate_ability, create_effect, create_cue, add_ability_system_component (needs the GameplayAbilities plugin)
aicreate_blackboard, add_blackboard_key, create_behavior_tree, create_ai_controller
behavior_treeinspect; author (UE 5.3+) — build the node graph from a spec
networkingget/set actor replication settings
perceptionadd_stimuli_source, info
eqslist, inspect, create an EnvQuery (generator + tests)
ToolKey actions
foliagescatter, add, list, clear (UE 5.1+)
splinecreate, add_point, scatter_meshes (UE 5.1+)
volumecreate (trigger/blocking/postprocess/nav_bounds/kill_z/audio/physics/pain), list_kinds
landscapelist, export_heightmap, import_heightmap
pcgscatter_macro, scatter_along_spline, create_graph, generate, cleanup (UE 5.4+, needs the PCG plugin)
inputcreate_action, create_context, map_key, unmap_key, list_mappings (Enhanced Input, UE 5.1+)
ToolKey actions
packagebuild, status
buildnavmesh, HLOD, geometry, texture streaming, lighting, and more (the editor Build menu)
asset_editoropen, focus, close, close_all, list
settingslist_classes, describe, get, set (Project Settings + Editor Preferences)
reviewlist_packs, get_pack, project_snapshot (architecture review packs)
flowrun, run_saved, list — multi-step workflows with best-effort rollback
editorundo, redo, history
capabilitysearch, describe, invoke, list_categories — see Capability Catalog
docslist, search, read
logread
perfaudit; Unreal Insights tracing (5.1+)
editor_utilitylist and run Editor Utility Widgets / Blutilities
run_pythonrun arbitrary Python (opt-in) — see Python & Console
run_console_commandpass 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.