Use when inspecting skeletal animation assets or authoring sequence skeleton named notifies through UnrealCortex.
Use when setting up Cortex for a project, getting started, refreshing schema, or asking what to do next
Use when creating, modifying, reviewing, debugging, or reparenting Blueprints — structure, graphs, variables, functions, inheritance, best practices
Blueprint-to-C++ migration pipeline with conversational analysis, plan-driven execution, visual progress tracking, and hard gates. Supports --audit, --resume, and --fast (streamlined mode for simple migrations).
Use when the Unreal Editor needs to be started, checked, reconnected, or restarted
Use when placing, organizing, or reviewing actors in a level
Use when generating QA baselines, running scenario-driven gameplay QA, or starting an interactive QA session
Use when creating or reviewing UMG widgets, screens, or UI components