pie-testing

Installation
SKILL.md

🧠 Brains complement: IF an unreal-engine-skills-manager tool (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).
Installs
1
GitHub Stars
782
First Seen
Jun 26, 2026