Crossplay Integration Kit
Tools

ReadFile

Read project assets and files

The ReadFile tool reads asset contents and structure, providing AI agents with context about your project.

Capabilities

Text Files

Read source files, configs, and text content:

Read the contents of /Game/Config/DefaultGame.ini
Read MyScript.cpp
Show me the contents of README.md

Supports pagination for large files:

Read lines 100-200 of LargeFile.cpp

Blueprint Summary

Get an overview of Blueprint structure:

Read BP_PlayerCharacter
Summarize the structure of BP_Enemy
What variables does BP_GameManager have?

Returns:

  • Variables (names, types, defaults)
  • Components (names, classes, hierarchy)
  • Functions (names, parameters, return types)
  • Event Dispatchers
  • Graphs

Widget Blueprints

Understand widget hierarchies:

Read WBP_MainMenu
What widgets are in WBP_HUD?
Show the widget tree of WBP_Inventory

Returns:

  • Widget hierarchy (parent-child relationships)
  • Widget types and names
  • Basic properties

Animation Blueprints

Analyze AnimBlueprints:

Read ABP_Character
What state machines are in ABP_Enemy?
Show the skeletal mesh for ABP_Player

Returns:

  • State machines and states
  • Transitions
  • Skeletal mesh reference
  • Variables

Behavior Trees

Understand AI structure:

Read BT_EnemyAI
What tasks are in BT_GuardBehavior?
Show the tree structure of BT_BossAI

Returns:

  • Node hierarchy (composites, tasks)
  • Decorators and services
  • Blackboard key references

Blackboards

View AI data definitions:

Read BB_EnemyData
What keys are in BB_PlayerState?

Returns:

  • Key names and types
  • Key descriptions

User Defined Structs

Inspect struct definitions:

Read S_ItemData
What fields are in S_CharacterStats?

Returns:

  • Field names and types
  • Default values

DataTables

View table data:

Read DT_WeaponData
Show all rows in DT_Items
What's in row "Sword" of DT_Weapons?

Returns:

  • Row names
  • Column values per row
  • Struct type

Output Formats

The tool returns structured data that agents can process:

{
  "assetType": "Blueprint",
  "variables": [
    {"name": "Health", "type": "float", "default": "100.0"}
  ],
  "components": [
    {"name": "Mesh", "class": "StaticMeshComponent", "parent": "Root"}
  ],
  "functions": [
    {"name": "TakeDamage", "params": ["float Amount"], "returns": "void"}
  ]
}

Use Cases

Understanding Before Editing

User: Add a dash ability to the player
Agent: Let me first read BP_PlayerCharacter to understand its current structure...
[Reads BP_PlayerCharacter]
Agent: I see it has CurrentStamina and MaxStamina. I'll create a Dash function that uses stamina...

Finding References

User: Update all enemies to use the new health system
Agent: Let me read a few enemy Blueprints to understand the current pattern...
[Reads BP_EnemyBase, BP_EnemyMelee, BP_EnemyRanged]
Agent: They all inherit from BP_EnemyBase. I'll modify the base class...

Data Analysis

User: Are the weapon stats balanced?
Agent: Let me read the weapon data table...
[Reads DT_WeaponData]
Agent: Looking at the data, the Sword has 50 damage with 1.0 attack speed, while the Dagger has 20 damage with 2.0 speed. The DPS is similar (50 vs 40), but the Sword might be slightly overpowered...

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