What problem does it solve?
Runtime behavior in Unreal Engine — Blueprint logic, AI ticking, animation, input, and widget interaction — cannot be verified by static inspection alone. This Skill controls Play-In-Editor (PIE) sessions so changes can be validated against a live game world instead of shipping unverified fixes.
Core Features & Use Cases
- PIE Session Control: Start, stop, and query PIE state through Unreal 5.8's native EditorAppToolset, with guidance on asynchronous startup and clean teardown.
- Scenario-Based Test Loops: Run repeatable multi-step verification via WorkflowService.run_scenario with preflight compilation, input injection, log assertions, and screenshot capture.
- Runtime Input & Inspection: Inject Enhanced Input actions and raw keys without OS window focus, spawn and inspect live UMG widget instances, capture the PIE viewport including HUD, and disable background throttling for full-rate unfocused runs.
- Use Case: After editing a weapon Blueprint, compile it, start PIE, inject the fire input action, assert the expected log output, capture a screenshot of the result, and stop PIE — all without touching the editor window.
Quick Start
Ask the AI to start a PIE session, run your gameplay scenario, and confirm the expected behavior occurs before stopping the session.