Working in the editor
An agent does not act with the mouse. It calls the tools that the editor publishes through its MCP server. What it can do therefore depends on your version of UEFN and the options that are turned on.
How an agent works
Section titled “How an agent works”- It reads the list of your editor’s tools and the parameters of the ones it is going to use.
- It reads the real state: files, actors, settings.
- It makes changes, one call at a time.
- It reads the result again, because a positive reply from the editor does not prove the change.
- It saves: assets and placed actors are saved in a separate step.
- It reports what it did, checked and left for you to test.
Each call appears in Activité (Activity), with its status: Exécutée (Executed), Terminée (Finished), Échec (Failed) or Résultat inconnu (Unknown result).
What agents can do
Section titled “What agents can do”This table describes what the supplied Skills teach and what has been observed up to UEFN 43.00. It is not a guarantee: if your editor does not expose a tool, the agent must say so.
| Area | Examples |
|---|---|
| Verse | Read, write, search, compile |
| Devices | Read and set their options, connect a device to a Verse field |
| Level | Place, move, rename and tidy actors |
| Assets | Search, import, rename, save; set materials and textures |
| Interface | Build a Widget Blueprint (details) |
| Effects | Create and set Niagara systems |
| Game session | Start a session, send changes to it, read Verse traces |
| Screenshots | Capture the viewport, the editor or an asset. The image is saved in Pilot/Generated and shown to the agent at the next step, except with Gemini |
| Batches | Chain many calls through an editor script |
What the editor does not allow remains a manual step: see the limits.
The UEFN tools entry
Section titled “The UEFN tools entry”The Outils UEFN (UEFN tools) group in the sidebar opens four pages.
| Entry | Page | What it is for |
|---|---|---|
| Agents | Agents | Set the profiles of the project |
| Skills | Skills | Read, create and import instruction packs |
| Recettes (Recipes) | Recettes UEFN (UEFN recipes) | Start a guided path |
| Connexions (Connections) | Store & connexions (Store & connections) | Turn on connections and choose who uses them |
Agents and Connexions concern the open project and therefore need a project. Skills and Recettes are shared by all your projects.
UEFN 43.00
Section titled “UEFN 43.00”Version 43.00 adds editor tools. Island Pilot has no button for them: you ask for them in the conversation, and the agents rely on a Skill. Epic does not document every tool name, so the agent discovers them in your editor. If they are missing, it must give you the steps to follow by hand.
PCG (procedural generation). Skill UEFN procedural generation (PCG). The agent creates or adapts a graph for a forest, a city, a road or scenery details, generates it and measures the result. This content is produced in the editor and saved with the level: Verse cannot regenerate it during a match. Check the play space and the performance yourself.
Sequencer. Skill UEFN cinematics and Sequencer. The agent prepares a shot breakdown, creates or edits a Level Sequence, then has it played by a Cinematic Sequence device. A preview in the editor is not a moment tested in the game.
Scene Graph. Skill UEFN Scene Graph. The agent reads and changes entities and their components and, since 43.00, creates prefabs. On an older editor, this step has to be done by hand with Save As Prefab…. According to Epic, Scene Graph is still in beta and some of its experimental features prevent the island from being published. Fortnite and Fab content cannot be attached as components.
IK Retargeter. Announced by Epic, it did not appear among the tools of the editor observed on 1 November 2026. Animation retargeting therefore remains a manual step until your editor exposes it.
