apeiron-editorLaunch and drive the Apeiron Engine editor as an agent — start it with its JSON-RPC agent door open, then call ops, inspect the scene, enter Play, and take screenshots through the bundled driver script. Use when asked to run/start/launch the Apeiron editor, build or place something in a scene, scree
apeiron-game-codeWrite Apeiron Engine gameplay in Rust — scaffold a game crate, register components/resources/systems through runtime::Plugin, expose Rust functions to Blueprint with #[ngine::node], and keep the simulation deterministic. Use when gameplay needs real code rather than editor authoring, when creating a
connect-webConnect to my Apeiron web editor tab through the relay, signed in with my Apeiron account
recipe-abilities-and-state-treesPer-ability logic graphs with latent tasks (montage, input, event, target data, delay) and StateTree AI with affordances — authoring them over MCP and proving they ran.
recipe-blueprintsBuilding a Blueprint graph over MCP and proving it RAN — text authoring and its parenthesis rule, the tag nodes, plugin-crate nodes in the palette, and why \"BeginPlay HAS fired\" is not evidence.
recipe-character-rigImport, rig, skin, pose and animate a character — and attach a weapon or prop to its hand — using the rig/anim ops plus numeric readback, instead of rediscovering the pipeline by trial and error.
recipe-cinematic-sequenceShoot a VIDEO of the scene — build a sequence, bind a clip to a character, frame the shot and render a frame-locked mp4 (with audio) or EXR/PNG sequence — instead of screenshotting frames by hand.
recipe-lightingLight a scene — pin the clock, aim the sun through the clock and not its transform, fix the AMBIENT before the lamp's intensity, budget the local shadow atlas, and place and bake reflection probes.
recipe-lookdevJudge and drive a shot — value structure, silhouette read, palette and warm-cool balance, atmospheric depth ramp, composition — using the environment, grade and fog knobs plus numeric readback instead of eyeballing.
recipe-loom-kitbash-architectureCompose architecture — arches, towers, columns, plinths, stairs, crenellations — out of the existing world-graph SOPs and collapse the result into a reusable Loom def, instead of waiting for engine-shipped generators.
recipe-loom-subassetsTurn a working chunk of a graph — a script body, a kitbash, a repeated part — into a NAMED sub-asset with published parameters, then compose the model out of those instead of re-deriving shapes every time.
recipe-material-graphBuild a surface in the material node graph — route slot-vs-template-vs-graph first, author the whole chain in one call, read the pin types before wiring, and check the G-buffer lanes rather than the beauty pixel.
recipe-motion-generationGenerate a character animation from a text prompt or author one by hand, then clean the raw clip into a game-ready loop — crop the gait cycle, gate the contacts, bake the planting, close the seam, measuring every step.
recipe-multiplayerA multiplayer game the Unreal way — Rust GameMode + replicated components, Blueprint/Rhai RPCs, RepNotify, sessions (LAN, Steam or the game relay by join code), invites, achievements, voice chat, proof on every peer.
recipe-play-step-verifyDeterministic play-testing over MCP — pause-and-step exact tick windows, the input latch lag, spawn placement, 3D pickup radius, what serializes, and Play on a duplicated world (Stop drops it).
recipe-pose-by-textPose any rig — humanoid or creature — by reading and writing numbers instead of guessing from screenshots — read in bend/side/twist, write the same terms, reach, grip, limit, diff, and only then look.
recipe-post-processDrive the post chain — read the live pass order, settle WHICH volume wins before touching a knob, respect the ordering (exposure before bloom, tonemap before grade, TAA before both), and author a post-process material.
recipe-procedural-cliffsTurn a terrain mask into real cliff geometry — slope minus erosion into a mask, the mask into a labelled mesh, the mesh extruded by the mask's own strength, then roughened into rock that survives the next terrain edit.
recipe-rhai-scriptingAttaching a Rhai script and proving it RAN — the snapshot-in/effects-out contract, what mem does and does not prove, the fuel limit that fails invisibly, and where the runtime error actually goes.
recipe-rig-verify-fixJudge a finished bind with numbers and repair what the numbers find — the five rig judges in the order they must run, what each one is structurally blind to, and which weight verb fixes which defect.
recipe-scene-recreationRecreate a reference image as a 3D scene — intake, in-context decomposition, build-vs-buy routing, clean capture, numeric per-element compare, and the credit and termination guardrails.
recipe-source-controlUse the project's Git or Lore repository like a careful teammate — status first, lock binary assets before editing, save, review the diff, submit with a real message, merge graph conflicts.
recipe-terrain-erosionWeather a terrain with real erosion — which of the four sims to pick, why pipe is the default, the knob to turn before adding iterations, and how to prove the relief actually changed instead of trusting the reply.
recipe-terrain-slab-lookdevTurn a heightfield into the finite BLOCK terrain tools present (extrude down an axis, never solidify), then shade it from the auto_mask layer bus — slope, cavity, flow, sediment, AO — and script masks the catalog lacks.
recipe-terrain-worldgraphTerrain and world-graph authoring — units are world metres, surface-chain routing and mask topology, cook settle polling, and cleaning up stale cooked meshes after a re-author.
recipe-texture-graphAuthor a procedural material from a reference image — one-call graph spec, contact-sheet debugging to find the stage where the signal died, port polarity and wiring rules, and a numeric stop condition, not eyeballing.
recipe-vfx-from-referenceRecreate a reference effect (fire, a jet, smoke, sparks) from an image — intake, decomposition, the physical bake loop, sizing from the sidecar, judging in time with a numeric score, a stop condition.
report-issueHelp me file an Apeiron bug report from my web editor session
statusCheck every link between Claude Code and my Apeiron web editor tab, and say how to fix what is broken