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UE5AIAssistantlocalhost:58080UE5AIAssistantlocalhost:58080curl -s --max-time 3 http://localhost:58080/api/ping"success": truecurl -s --max-time 3 http://localhost:58080/api/ping"success": true.uprojectundefined.uprojectundefined
Save the project path for later use.
保存项目路径以备后用。undefinedundefined
- If `INSTALLED` → Tell user: **"插件已安装,请打开 UE5 编辑器然后告诉我"**
- If `NOT INSTALLED` → Continue to Step 4
- 如果显示`INSTALLED` → 告知用户:**"插件已安装,请打开UE5编辑器并告知我"**
- 如果显示`NOT INSTALLED` → 继续步骤4bash scripts/install.sh "<UE5_PROJECT_PATH>"undefinedbash scripts/install.sh "<UE5_PROJECT_PATH>"undefined
Then tell user: **"插件已复制到项目中。请打开 UE5 编辑器,它会自动编译插件。打开后告诉我。"**
然后告知用户:**"插件已复制到项目中。请打开UE5编辑器,它会自动编译插件。打开后告知我。"**curl -s --max-time 3 http://localhost:58080/api/pingcurl -s --max-time 3 http://localhost:58080/api/ping| Requirement | Detail |
|---|---|
| UE5 | 5.4+ installed and project created |
| OS | macOS / Windows / Linux |
| curl | Pre-installed on macOS/Linux; Git Bash on Windows |
| UE5 Editor | Must be running with plugin enabled |
| C++ (Option B only) | Only if no prebuilt binary available for your platform |
| 要求 | 详情 |
|---|---|
| UE5 | 已安装5.4+版本并创建了项目 |
| 操作系统 | macOS / Windows / Linux |
| curl | macOS/Linux已预装;Windows需使用Git Bash |
| UE5编辑器 | 必须已运行且插件已启用 |
| C++环境(仅选项B需要) | 仅当你的平台暂无预编译二进制文件时需要 |
undefinedundefined
Response: `{ "success": true|false, "data": {...}|null, "error": "..."|null }`
响应格式:`{ "success": true|false, "data": {...}|null, "error": "..."|null }`batch_executelist_functionspinscompile_blueprintue5cmd.shcurlbatch_executelist_functionspinscompile_blueprintue5cmd.shcurl| User wants to... | Read this file |
|---|---|
| Work with actors (spawn, delete, transform, properties) | references/actor.md |
| Build blueprint structure & logic (create BP, variables, functions, nodes, batch_execute) | references/blueprint.md |
| Create materials (expressions, connections, apply) | references/material.md |
| Build animation blueprints (state machines, states, transitions) | references/animation.md |
| Access any property via reflection, manage assets (create/read/write) | references/property.md |
| Set up Enhanced Input, configure character movement, build end-to-end characters | references/input-character.md |
| 用户想要... | 阅读此文件 |
|---|---|
| 处理Actor(生成、删除、变换、属性) | references/actor.md |
| 构建蓝图结构与逻辑(创建蓝图、变量、函数、节点、batch_execute) | references/blueprint.md |
| 创建材质(表达式、连接、应用) | references/material.md |
| 构建动画蓝图(状态机、状态、过渡) | references/animation.md |
| 通过反射访问任意属性,管理资源(创建/读取/写入) | references/property.md |
| 设置Enhanced Input,配置角色移动,构建完整角色 | references/input-character.md |
| Category | Commands | Count |
|---|---|---|
| Actor | | 10 |
| Blueprint Structure | | 11 |
| Blueprint Discovery | | 3 |
| Blueprint Nodes | | 8 |
| Material | | 5 |
| Asset | | 3 |
| Editor | | 7 |
| Animation | | 7 |
| Generic Reflection | | 11 |
| 类别 | 命令 | 数量 |
|---|---|---|
| Actor | | 10 |
| 蓝图结构 | | 11 |
| 蓝图发现 | | 3 |
| 蓝图节点 | | 8 |
| 材质 | | 5 |
| 资源 | | 3 |
| 编辑器 | | 7 |
| 动画 | | 7 |
| 通用反射 | | 11 |
| Error pattern | Fix |
|---|---|
| Use discovery commands ( |
| Error response lists all available pins — use the correct name |
| Read references/blueprint.md error handling section |
| 错误模式 | 修复方法 |
|---|---|
| 使用发现命令( |
| 错误响应会列出所有可用引脚——使用正确名称 |
| 阅读references/blueprint.md中的错误处理章节 |