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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.

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. Hold Ctrl and the cursor becomes a hand; Ctrl+click and the Content Browser jumps to that asset or folder. (A plain click starts a text selection, as it does anywhere else in the pane.)

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. One limit worth knowing: link tokens are made of letters, digits, /, _ and ., so a path containing a hyphen stops at the hyphen and will not link.

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, tab or quote is quoted

Nothing is submitted: the text lands at your prompt, bracketed-paste aware, and you press Enter when you are ready. Drops work even while a TUI with mouse tracking is running.

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.

Paste an image from the clipboard and the terminal saves it to Saved/ConductorTerminal/PastedImages/ and types the file path, so the agent can open it. Details in Keyboard & Mouse → Image paste.

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. You paste a screenshot; the agent sees what you see. 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 ← Ctrl+click any of these
/Game/Blueprints/BP_Signalbox
/Game/Audio/BP_AmbienceManager