Asset Links & Drag-Drop
This is the feature that makes the terminal feel like part of the editor rather than a window that happens to be docked inside it.
Clickable asset paths
Section titled “Clickable asset paths”Any Content Browser path that appears in terminal output — printed by your agent, echoed by a script, pasted by you — is scanned as it renders and turned into a link. Click it and the Content Browser jumps to that asset or folder.
Both forms the asset registry understands are resolved:
| Form | Example |
|---|---|
| Object path | /Game/Blueprints/BP_Door.BP_Door |
| Package path | /Game/Blueprints/BP_Door — what agents and humans actually type |
| Folder path | /Game/Blueprints — jumps to the folder |
Anything that is not a real asset is left as plain text. The plugin would rather give you no link than a dead one.
Dragging assets in
Section titled “Dragging assets in”Drag one or more items from the Content Browser onto a terminal pane and their paths are typed at the cursor:
- Assets insert their full object path —
/Game/Foo/BP_X.BP_X - Folders insert their content path —
/Game/SomeFolder - Multiple items are space-joined, and anything containing a space is quoted
Full paths are used rather than short names because they are unambiguous: the agent can act on them directly, and they are clickable straight back without any alias lookup.
Why this matters for the agent
Section titled “Why this matters for the agent”This is the shared-surface idea in its most concrete form. The agent writes a path; you click it and you are looking at the thing. You drag an asset in; the agent has an exact, resolvable reference to the thing you are looking at. Neither of you has to describe an asset in prose and hope the other one finds it.
> which blueprints reference the station bell?
● Three of them: /Game/Blueprints/BP_Platform ← click any of these /Game/Blueprints/BP_Signalbox /Game/Audio/BP_AmbienceManager