Shovel skills · 6 in this category

An enemy that fights back.

Hand your AI a JSON description of the behavior you want, and it just builds the whole thing — behavior trees, ability systems, state machines, combo chains, the input that drives them — then plays the game to prove it actually works.

Game AI

The most comprehensive AI tooling on any MCP server.

230 actions

Full lifecycle for Behavior Trees, Blackboards, State Trees, EQS, Smart Objects, AI Controllers, Perception and Navigation — including build_behavior_tree_from_spec and build_state_tree_from_spec, which turn a JSON behavior description into a finished asset. Scaffolds patrol, combat and companion AI, then debugs it live during PIE instead of just hoping it works.

Behavior trees State trees EQS Smart objects Perception Build-from-spec

Gameplay Ability System

Abilities, attributes, effects — wired.

135 actions

Creates abilities with activation policies, cooldowns, costs and tags; full AttributeSet CRUD; Gameplay Effect authoring with modifiers, stacking and periods; ASC management, cues, targeting and input binding — plus scaffolds that spin up a complete GAS setup from a template instead of you wiring it by hand.

Abilities Attribute sets Gameplay effects Cues & tags Targeting Scaffolds

Logic Driver State Machines

Game flow as a spec.

66 actions

Full Logic Driver Pro integration: state machine CRUD, graph read/write, transition rules, runtime PIE control and one-shot build_sm_from_spec — with ready-made scaffolds for doors, health systems, patrols, dialogue trees, elevators, puzzles and inventories, so you're not starting from a blank graph.

FSM CRUD Transition rules Runtime control Dialogue & quest scaffolds

Combo Graphs

Attack chains, choreographed.

13 actions

Creates and edits ComboGraph combo trees — nodes with montage animations, edges, effects and cues — and scaffolds combo abilities that bridge ComboGraph straight into the Gameplay Ability System.

Combo trees Montage nodes GAS bridge

Enhanced Input

WASD, wired in four calls.

4 actions

Creates Input Actions and Input Mapping Contexts as real assets, then binds keys to them with the full modifier and trigger stack — negate and swizzle for a proper movement stick, hold, tap and pulse for everything else, keyboard, mouse and gamepad alike. Reads a context back so your AI can verify what it just mapped instead of assuming. The matching event nodes and the subsystem registration get authored into your character Blueprint alongside it.

Input Actions Mapping Contexts Key mapping Modifiers & triggers Gamepad & mouse Read-back verification

PIE Input Simulation

Your AI plays the game to prove it works.

14 actions

Drives a running Play-In-Editor session the way a player would — press keys, click, drag, type, scroll. The last step of autonomous verification: build the feature, then actually go play it. It can also fire an Input Action straight through Enhanced Input, running your real modifiers and triggers, which means an ability can be tested before anyone has bound a key to it. Camera aim is set with an optional hold so it survives a per-tick camera system that would otherwise overwrite it on the next frame, and your AI can detach to a free-fly spectator to go look at something, then hand control back.

Key & mouse simulation Enhanced Input injection Control rotation hold Spectator free-fly Autonomous verification

Put Gameplay & AI in your AI's hands.