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First session: a playable character in one conversation

This is the 1.0 showcase. Every step is one tool call the agent makes for you.

  1. Orientation — edit.ping, project.info, edit.list_kits.
  2. Character class — bp.create_class(name="BP_Hero", folder="/Game/Hero", parentClass="Character").
  3. Components — bp.add_component(blueprint="BP_Hero", name="SpringArm", componentClass="SpringArmComponent") then bp.add_component(... "Camera", "CameraComponent", parent="SpringArm").
  4. Input assets — input.create_action("IA_Move", valueType="axis2d"), IA_Look (axis2d), IA_Jump (bool); input.create_mapping_context("IMC_Default"); input.add_mapping for W/A/S/D with Swizzle/Negate modifiers, Mouse2D for look, SpaceBar for jump.
  5. Wire the graph — bp.add_node(kind="event", eventName="ReceiveBeginPlay"), bp.add_node(kind="function_call", functionOwner="EnhancedInputLocalPlayerSubsystem", functionName="AddMappingContext"), input action events, AddMovementInput, AddControllerYawInput, Jump; bp.connect_pins between them.
  6. Compile — bp.compile("BP_Hero"); fix anything the reply lists.
  7. Game mode — bp.create_class("BP_HeroGameMode", parentClass="GameModeBase"), bp.set_cdo_property(blueprint="BP_HeroGameMode", property="DefaultPawnClass", value="/Game/Hero/BP_Hero.BP_Hero_C"), settings.set(section="GameMapsSettings", property="GlobalDefaultGameMode", value="/Game/Hero/BP_HeroGameMode.BP_HeroGameMode_C").
  8. Play — asset.save_all, play.start, play.screenshot (the agent sees the image), play.get_actor("BP_Hero_C_0", "CharacterMovement.MaxWalkSpeed"), play.stop.

Undo everything with edit.undo(steps=N) or wrap steps 2–7 in edit.begin_transaction / edit.end_transaction for a single undo entry.