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This weekend I worked on: 1) Batch spawning to use fewer class to the AI api with is still a work in Progress. 2) Dynamic Button System (Phase 3 Complete) Built the complete dynamic button system. The widget now pulls operations from the Python server and creates UMCPButtonWidget instances at runtime in ScrollBox containers. Debugged button text corruption (garbled "eSpaw" fragments) - root cause was missing Auto Wrap Text and Clipping settings in the Blueprint, plus wrong HAlign settings. 2. Modular Blueprint Scanning System Replaced hardcoded project paths with automatic Asset Registry scanning. The C++ widget now dynamically discovers ALL Blueprint actors in /Game/, auto-categorizes them (Spawning, Pickups, Combat, etc.), and generates spawn commands. Works with ANY Unreal project without code changes. 3. World Outliner Container Architecture Designed and documented a container-based spawning system using SetFolderPath for hierarchical organization. Spawning 500 actors now shows as one collapsible folder instead of 500 flat entries. Also handles child-spawned actors in separate sub-containers. Added a "Clear Button" to clear all the buttons and reset the buttons . What Had issue with : Populating the button containers to me a long time and I still haven't got it 100% for showing text correctly ,but I ddecide to more on to work on AI intergration implemention. What's next : 1) Fix and Test complete schema "Place project Actor function which is currently failing to spawn Actors. 2) Dual AI intergration implemention using AI provider switching in UI forGoogle Gemini (free) + Anthropic Claude (paid) dual-provider support