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CrossEngine

16 tools in this family (folder Editor/Tools/CrossEngine/ in the bridge package). Effect: writes changes the project or the scene, read-only does not, destructive deletes or overwrites and the client asks before running it.

ToolEffectDescription
cross_engine_detectread-onlyDetect which game engines are currently reachable from the Buril bridge.
cross_engine_get_preferredread-onlyReturn the currently set preferred game engine.
cross_engine_route_generic_property_getread-onlyEngine-agnostic property getter. Provide an object_path and property_name;
cross_engine_set_preferredwritesPersist the user's preferred game engine. Subsequent generic dispatch tools
cross_godot_call_methodwritesInvoke a method on a Godot node — e.g. cross_godot_call_method(node_path=\
cross_godot_get_propertyread-onlyRead a property from a Godot node — e.g. cross_godot_get_property(node_path=\
cross_godot_health_checkread-onlyConnect to a running Godot 4 instance via its remote-debug WebSocket and
cross_godot_list_nodesread-onlyWalk the Godot scene tree starting at node_path (default /root) and return
cross_godot_screenshotread-onlyCapture a screenshot from the running Godot game viewport and save it under
cross_godot_set_propertywritesWrite a property on a Godot node — e.g. cross_godot_set_property(node_path=\
cross_unreal_call_blueprintwritesInvoke a Blueprint function or UFunction on an Unreal actor /
cross_unreal_get_propertyread-onlyRead a single UProperty from an actor or component via Unreal
cross_unreal_health_checkread-onlyProbe an Unreal Engine 5 editor's Remote Control endpoint.
cross_unreal_list_actorsread-onlyList actors in an Unreal level via Remote Control. Returns
cross_unreal_screenshotread-onlyCapture a high-resolution screenshot of the Unreal viewport via
cross_unreal_set_propertywritesWrite a single UProperty on an actor or component via Unreal