pie-verifier

Automates Play-In-Editor sessions to test gameplay, UI navigation, and world state in Unreal Engine.

Updated May 29, 2026
One-click install
npx skills add https://github.com/JanVogelsang/UE-AgentFramework --skill pie-verifier-janvogelsang
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: pie-verifier
Source: https://github.com/JanVogelsang/UE-AgentFramework/tree/main/UnrealEngine/skills/pie-verifier
Command: npx skills add https://github.com/JanVogelsang/UE-AgentFramework --skill pie-verifier-janvogelsang

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Manually verifying gameplay changes in Unreal Engine requires repeatedly launching Play-In-Editor sessions, clicking through UMG menus, and checking actor states by hand. This Skill lets an AI agent run that entire verification loop autonomously against a live editor session. ## Core Features & Use Cases - Autonomous PIE Control: Start and stop Play-In-Editor sessions programmatically, with optional spawn at the current editor camera location. - UI Navigation and Interaction: Extract the live UMG/Slate widget tree as JSON and programmatically click buttons or trigger elements by widget path. - World State Verification: Query actors by class, tag, or radius to confirm gameplay actions (movement, spawning, interaction) actually occurred, and read the message log to catch runtime errors like null pointer accesses. - Use Case: After modifying a main menu Blueprint, ask the agent to launch PIE, click the Start Game button, simulate movement input, verify the player character spawned at the expected location, and confirm the output log contains no errors. ## Quick Start Launch a PIE session, click through the main menu, simulate movement input, and verify the player character spawned without any errors in the log.

Frequently Asked Questions about pie-verifier

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I automate Play-In-Editor testing in Unreal Engine?▼

Start a PIE session with the start_pie_session tool, then use extract_ui_state to discover widget paths, trigger_ui_element to click buttons, simulate_input for gameplay actions, and query_world_state to verify results. Finish by reading the message log and stopping the session.

How to click UMG buttons programmatically in Unreal Engine?▼

Call extract_ui_state to get a JSON tree of visible UMG widgets, find the button's instance path such as WBP_MainMenu_C_0.StartGameButton, then pass that path to trigger_ui_element. Always re-extract state after screen changes since instance names vary.

Can I simulate keyboard input during a PIE session?▼

Yes, use simulate_input with action_type down to press a key and up to release it. For hold-to-activate inputs, wait the required duration between the down and up calls using your harness's native wait mechanism.

Why are my automated UI clicks not working in PIE tests?▼

Common causes include hardcoded widget paths that changed between maps, widgets not yet drawn after level load, or modal save-game confirmation dialogs intercepting input. Re-extract UI state dynamically and isolate stale files in Saved/SaveGames.

How do I verify actors spawned correctly during gameplay tests?▼

Call query_world_state with the target class names, optional tags, and a radius filter to get matching actor coordinates and metadata. Always filter by classes or tags to keep responses compact and avoid exceeding context limits.