pie-testing
🧠 Brains complement: IF an
unreal-engine-skills-managertool (external MCP) exists in this session, call it with{action: "load", skill: "automation-and-testing"}for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.
Play-In-Editor (PIE) Testing Skill
PIE is the only way to validate runtime behavior — Blueprint logic, AI ticking, animation, input, widget interaction, gameplay events. Without starting PIE, your "fix" is unverified.
PIE control — engine EditorAppToolset
Generic PIE start/stop/status is owned by Unreal 5.8's native EditorToolset.EditorAppToolset,
invoked through call_tool (run describe_toolset on it for exact action names/params):
| Action | Description |
|---|---|
StartPIE |
Start PIE if not already running. Succeeds (no-op) if already running. |
StopPIE |
End the current PIE session. Succeeds if stopped or already stopped. |
IsPIERunning |
True if PIE or Simulate-In-Editor is active. |
CaptureViewport |
Screenshot the active viewport (use to visually verify runtime state). |