eca-editor
Skill4 starsChanged 3 months agoMITView on GitHub
Control Unreal Editor via ECA commands through CmdLink named pipe
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The file
We split this skill into the rules it gives an agent
1 rule. About 0 are common, 0 are distinctive, and 1 is very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈0
Distinctive · estimate
This author's own choices. Worth a look.
1
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 105
Use save_asset or save_all_dirty to persist changes
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
ECA Editor — Unreal Editor Control via CmdLink
Execute ECA commands against a running Unreal Editor through the CmdLink named pipe.
Prerequisites
- Unreal Editor running with
-cmdlinkflag - CmdLink.exe built from your engine (located at
Engine/Binaries/Win64/CmdLink.exe)
Decision Flow — What to Use
Task requires controlling UE Editor
|
+-- Do you know which predefined command to use?
| +-- Yes --> ECA.Exec <command> '<json>' <-- vast majority of cases
| +-- Not sure --> ECA.List [Category] to look up, then Exec
|
+-- No predefined command covers this operation?
| +-- describe_object to explore the target class
| +-- describe_function to confirm the signature
| +-- call_function to invoke it <-- escape hatch, not the normal path
|
+-- Need to run multiple commands in sequence?
+-- ECA.Batch to send them all at once <-- latency optimization, optionalCore principle: Predefined commands first. Reflection only when predefined commands don't cover the use case.
Calling Convention
# Set this to your engine's CmdLink.exe path
CMDLINK="<engine_root>/Engine/Binaries/Win64/CmdLink.exe"
# 1. Execute a command (most common)
$CMDLINK ECA.Exec <command_name> '<json_params>'
# 2. Discover commands (when unsure which to use)
$CMDLINK ECA.List # List all categories
$CMDLINK ECA.List Actor # List all commands + params in the Actor category
# 3. Batch (optional optimization for multiple sequential commands)
$CMDLINK ECA.Batch '[{"command":"cmd1","params":{...}},{"command":"cmd2","params":{...}}]'Response Format
{"success":true,"result":{...}}On error, the response includes the command's full parameter signature for self-correction:
{"success":false,"error":"...","expected":{"name":"create_actor","params":[{"name":"actor_type","type":"string","required":true}]}}Batch response:
{"success":true,"count":2,"results":[{"command":"cmd1","success":true,"result":{...}},{"command":"cmd2","success":true,"result":{...}}]}Common Examples
$CMDLINK ECA.Exec get_level_info '{}'
$CMDLINK ECA.Exec create_actor '{"actor_type":"PointLight","location":{"x":0,"y":0,"z":200}}'
$CMDLINK ECA.Exec take_gameplay_screenshot '{}'
$CMDLINK ECA.Exec find_actors '{"class_name":"StaticMeshActor"}'
$CMDLINK ECA.Exec lisp_to_blueprint '{"blueprint_path":"/Game/BP/BP_Test","code":"(event BeginPlay (call PrintString \"Hello\"))","clear_existing":true}'
$CMDLINK ECA.Exec save_all_dirty '{}'Reflection Commands (only when predefined commands are insufficient)
# Explore: what functions and properties does this class have?
$CMDLINK ECA.Exec describe_object '{"object_path":"/Script/Engine.Actor","function_filter":"Location"}'
# Confirm signature: how do I call this function?
$CMDLINK ECA.Exec describe_function '{"object_path":"/Script/Engine.Actor","function_name":"GetActorLocation"}'
# Read property value (supports bVisible/Visible flexible lookup)
$CMDLINK ECA.Exec describe_property '{"object_path":"/Game/Maps/L.L:PersistentLevel.MyActor","property_name":"Visible"}'
# Find live instances
$CMDLINK ECA.Exec find_instances '{"class_name":"PointLight","limit":5}'
# Call any UFunction via reflection
$CMDLINK ECA.Exec call_function '{"object_path":"/Script/Engine.Default__KismetSystemLibrary","function_name":"PrintString","args":{"InString":"Hello"}}'Notes
- Asset paths use UE content format:
/Game/Folder/Asset - File system paths use forward slashes:
D:/Projects/file.png - JSON params default to
{}if omitted - Commands run on the game thread — editor must not be in a modal dialog
- Use
save_assetorsave_all_dirtyto persist changes call_functiondoes not support latent functions (those with async/delay)
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