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Tools reference

Every Unreal AI Workbench tool, with what it does and what it costs in credits.

The Workbench exposes two kinds of tools: billed tools that consume prepaid credits, and free tools. You never call them directly — you ask your AI client, and it calls them for you.

Billed tools

ToolBillingWhat it does
analyze_logspaid, per sessionAI analysis of Unreal Engine log files — findings, crash triage, statistics
tidy_assetspaid, per sessionAudit your project for unused assets, redirectors, naming violations, and LOD problems
make_toolpaid, per runGenerates an editor-automation script from a description; billed only when you approve

Current prices: pricing page.

Free tools

ToolWhat it does
topupOpens a Stripe checkout to add credits
search_docs_codeHybrid full-text and semantic search over curated Unreal Engine documentation
search_patternsSearch known Unreal Engine patterns and anti-patterns by intent
search_logs_temporalTime-aware search over your ingested log events — needs project context
query_temporal_relationsTraverse how entities in your project relate — needs project context
investigate_incidentGuided multi-source investigation of one incident — needs project context

Planned tools

ToolWhat it will do
analyze_blueprintDeep review of a specific Blueprint's graph — the next step after crash triage names a suspect

Not yet available — analyze_blueprint is planned. Today: analyze_logs crash triage already names the suspect Blueprint.

How billing works per call

  1. Before a billed tool runs, the Workbench reserves the tool's full cost from your balance (holds expire after 15 minutes).
  2. If the run fails or produces nothing billable — an empty log, an unusable inventory, a blocked or declined make_tool run — the hold is released. You pay nothing.
  3. On success the hold is consumed and recorded as usage on your portal's Usage page.
  4. Retry-safe: re-running the same analysis or audit session never bills twice.

See How credits work for the full model.

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