UMG & Game UI
From widget tree to save system.
124 actions
Widget Blueprint CRUD with full tree manipulation, pre-built templates for HUDs, menus, settings panels, inventories and loading screens, styling and keyframed animations, plus whole game systems scaffolded for you — save/load, audio config, input remapping — with accessibility audits, colorblind modes and text scaling built in from the start.
Widget trees
HUD & menu templates
Styling & animation
Save systems
Accessibility audits
Gameplay HUD recipes
MVVM Data Binding
Data-driven UMG, natively.
21 actions
UE5's Model-View-ViewModel framework, from MCP: authors viewmodel Blueprints with FieldNotify properties, binds widget properties to viewmodel fields with conversion functions, and configures binding and execution modes for UI that's actually data-driven instead of held together with tick events.
ViewModels
FieldNotify
Widget bindings
Conversion functions
HUD Calibration
Pixel-perfect, provably.
Aligns and measures UMG against real PIE screenshots — DPI math, anchor and offset semantics, rotation pivots for clocks and dials, calibration poses. The difference between "looks about right" and actually verified.
Screenshot measuring
DPI math
Anchor & offset
Rotation pivots
Audio Authoring
Sound design, spec to asset.
98 actions
Full CRUD on attenuation, classes, mixes, concurrency and submixes; Sound Cue graph construction with 22 node types; MetaSound Builder integration; and one-call build_sound_cue_from_spec / build_metasound_from_spec — plus batch operations and audio health checks across the whole project, so nothing's silently clipping in the mix.
Sound Cues
MetaSounds
Attenuation & submixes
Build-from-spec
Health checks