WoalzCraft

Asset resolution

When WoalzCraft generates a Blueprint, the logic is only half the job. A BP_Crate still needs a mesh; a pickup still needs a glow material; a footstep node still needs a sound. Asset resolution is how WoalzCraft fills those slots so a freshly generated Blueprint is runnable right away, instead of leaving every reference empty.

This page explains what ships today, how to get the best results from it, and what is coming next.


How it works today

WoalzCraft resolves each empty asset slot in this order:

  1. Your own project assets first. It scans your project's /Game content and picks the best match by name and meaning. Ask for a "crate" and an asset named SM_Crate is found automatically (match confidence must clear a threshold, so near-misses are not forced).
  2. Engine placeholder. If nothing in your project fits, it drops in an engine primitive (Cube, Sphere, Plane, Cylinder, Cone) or a default material/texture, so the slot is filled and the Blueprint runs.
  3. A shopping list for the gaps. For anything it could not fill, it returns a fab.com search link so you can acquire a real asset to your own account and swap it in.

Today, WoalzCraft uses only your own assets plus engine built-ins. It does not fetch anything over the network or bundle a hidden library, so resolution is predictable and nothing lands in your project that you did not already have. (The optional Asset Bank below is an explicit, online add-on, see Coming soon.)

Reminder: WoalzCraft builds the logic, materials, VFX, and audio graphs around assets. It does not generate 3D meshes, textures, or recorded audio. Bring those from your DCC tools (Blender, Quixel, Mixamo, gen-AI) and import them, then let WoalzCraft wire everything up. See Getting started.


The tools

Three MCP tools handle resolution. If you drive WoalzCraft from Claude Code or Cursor, the agent picks the right one for you; this is what each does.

ToolWhat it doesWhen it runs
resolve_assetSuggests the best asset for a slot (class + plain-words intent). Read-only, changes nothing.To preview what would fill a slot.
bind_resolved_assetResolves and wires one specific Blueprint variable, then recompiles and confirms.When you want one named variable filled.
auto_bind_blueprint_assetsFills every empty mesh/material/texture/sound slot on a Blueprint in one pass, and returns a shopping list for the rest.Right after generating a Blueprint.

Gameplay references (Actor, Pawn, Blueprint classes, non-mesh components) are deliberately left alone. Resolution only touches art and audio slots.


Get the best results

Resolution leans on your asset names, so a little naming hygiene goes a long way:

  • ✅ Use clear, conventional prefixes and nouns: SM_Crate, M_LavaGlow, SK_Hero, S_Footstep. The matcher reads these as "crate", "lava glow", "hero", "footstep".
  • Import the assets you want used before you generate. Anything sitting in /Game is fair game for the matcher; anything still on your disk as a loose file is not.
  • ❌ Avoid opaque names like Mesh_01 or NewMaterial: there is nothing for the matcher to latch onto, so you will get a placeholder instead.

If you see a placeholder primitive where you expected one of your own assets, it almost always means the asset was not in /Game yet, or its name did not clearly describe what it is.


Coming soon

We are expanding resolution into a three-source model. None of the items below ship yet: this section is a roadmap, not current behavior.

  • Registered asset folders. Point WoalzCraft at extra content folders (and an optional drop folder for raw .fbx/.png/.wav files it imports on demand), so reuse is not limited to the current project.
  • Engine built-in reuse. Pull standard Unreal content (the mannequin, Starter Content props) from your local engine install into a project on demand, with a graceful fallback when that content is not installed.
  • WoalzCraft Asset Bank. A curated set of free Woalz-made placeholder assets (props, walls, materials) that we keep updating. When a slot has no local match, WoalzCraft can pull a fitting placeholder from the bank instead of dropping a bare primitive. It is an online enhancement that WoalzCraft fetches on your behalf: there is no separate pack to download, it requires a connection, and it falls straight back to engine placeholders when offline or disabled. A single toggle in Project Settings → Plugins → Woalz Craft controls it.

Track progress on the roadmap.


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