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Blueprint Editing · Deep Analysis · 3D Generation

AI Agent for Unreal Engine

Build levels, create and edit Blueprint graphs, analyze any project, generate 3D models, and manage assets through natural language. Direct editor control with zero abstractions.

UE 5.5 – 5.7Windows x64Free tier availableClaude, GPT, Gemini, Grok
Capabilities

Everything you need inside the editor

Direct access to the full Unreal Engine editor API. No wrappers, no abstractions.

Blueprint Graph Editing

Create, refactor, and wire production Blueprint logic from natural-language instructions.

Graph rewiring, node creation, function setup, and structural cleanup.

Deep Blueprint Analysis

Inspect variables, functions, components, graph flow, and dependencies with clear explanations.

Pin-level tracing and side-by-side comparisons for complex systems.

Level Design & Editing

Build environments, arrange actors, and apply coordinated scene transforms at speed.

From rough blockouts to polished spatial layouts directly in-editor.

AI 3D Generation

Generate textured 3D assets from text prompts or reference imagery and place them immediately.

Fast concept-to-level iteration without leaving your Unreal workflow.

Material & Asset Creation

Create PBR materials and project assets in organized, repeatable batches.

Enums, structs, tables, and DataAssets with conflict-safe workflows.

Asset Search & Discovery

Find assets by path, class, references, and usage context across the project.

Dependency-aware discovery for large production codebases.

Agent Toolkit

Interface tools designed for fast, focused iteration

Multi-Model AI

Best-fit model routing for each task

Voice Input

Issue commands conversationally

Image Upload

Use screenshots and concept references

Reasoning Control

Tune speed vs depth per request

Blueprint Power

The most complete Blueprint AI

Full control over inspection, editing, creation, and component management. Understand any Blueprint instantly. Edit graphs programmatically.

Blueprint Operations

InspectRead any Blueprint like an open book
Overview • Variables • Functions • Components • Graphs • Connections • Pin Details
EditModify graphs with surgical precision
Move Nodes • Connect Pins • Set Values • Add Parameters • Toggle State • Breakpoints
CreateBuild entire systems from a prompt
Blueprints • Variables • Functions • Events • Nodes • Cast Nodes • Input Actions
ComponentsFull component tree control
Add • Remove • Rename • Reparent • Set Properties
Auto-verificationError recoveryBatch operations

Deep Analysis

Instant Understanding

Ask questions about any Blueprint in natural language. The agent inspects variables, functions, components, graphs, connections, and execution flow to give you detailed answers.

1
Analyze BP_PlayerCharacter and explain the movement system

Inspects all variables, functions, components, and graph logic to explain how movement works

2
What does the EventGraph in BP_Door do when the player overlaps?

Traces execution flow from overlap events through all connected nodes

3
Show me all replicated variables in BP_NetworkPlayer

Queries variables with their replication flags, types, and default values

4
Compare the component hierarchies of BP_Car and BP_Truck

Batch-queries both Blueprints and shows their full component trees side by side

Full API

Editor Access

Direct Unreal Engine control

Any Graph

Blueprint Editing

Complete graph manipulation

Instant

Project Analysis

Understand any codebase

UE 5.3–5.7

Engine Support

Native integration

Create

Build anything with words

Level design, 3D generation, material creation. Describe what you want and the agent builds it in your editor.

Text to 3D

Describe any object and get a textured 3D mesh generated and imported into your project automatically.

a futuristic robot with glowing eyes

Image to 3D

Upload concept art or reference images and convert them into fully textured 3D models with PBR materials.

drag & drop or paste any image

Batch Materials

Create up to 20 PBR materials in a single command. Set base color, metallic, roughness, emissive, and more.

create wood, metal, and glass materials for the building

Scene Building

Spawn actors, set transforms, create patterns. Build complete environments from natural language descriptions.

create a circular arena with pillars around the edge for cover
Examples

Just tell it what you want

Natural language commands that the agent understands. Be specific, and it handles the rest.

Blueprint Editing

Build an inventory system in BP_Character — add a TArray of structs for item slots, functions to Add/Remove/Use items, and wire it to a widget that updates on change

Create BP_Turret with a rotating head that detects players via sphere trace, locks on, fires projectiles from a spawn point on the barrel, and tracks ammo count

Refactor BP_Enemy's combat logic — split the monolithic EventGraph into separate functions for Patrol, Chase, Attack, and Die, then wire them through a state enum

Add a full dash ability to BP_Character with input buffering, cooldown timer, directional velocity, a Niagara trail effect, and camera shake on activation

Level Design

Build a medieval village square with a fountain in the center, market stalls around the perimeter, and cobblestone pathways connecting each entrance

Create a multi-floor office building — lobby with reception desk, elevator shafts on each floor, cubicles, a break room, and a rooftop helipad

Spawn a sci-fi hangar bay with 3 landed ships, fuel lines, cargo crates stacked in groups, control tower overlooking the floor, and catwalk walkways above

Lay out a full battle royale drop zone — scattered buildings, a central watchtower, supply crate spawn points in a radial pattern, and vehicle spawn pads at each cardinal direction

Analysis

Audit my entire project — list every Blueprint, what it inherits from, its variable count, and flag any with no connections to BeginPlay

Trace the full damage pipeline from BP_Weapon's FireProjectile through BP_Projectile's OnHit to BP_Enemy's TakeDamage and explain each node along the way

Compare BP_PlayerCharacter and BP_AICharacter side by side — show which components, variables, and functions they share vs. what's unique to each

Find every Blueprint in my project that references DT_WeaponStats and show me exactly which nodes read from it and what they do with the data

3D & Materials

Generate a wrecked spaceship hull, spawn it half-buried in terrain, and auto-create a rusted metal material with emissive cracks for it

Create a full dungeon prop kit — torch sconces, iron gate, stone archway, wooden chest, and skull pile — then scatter them through the level

Build a PBR material library with 8 variants: weathered concrete, mossy brick, brushed aluminum, cracked ice, lava rock, alien skin, holographic panel, and corroded copper

Generate a 3D character from this concept art, spawn it in the level, and create a cel-shaded material with outline pass for it

Ready to start building?

Download the plugin, sign in, and start creating with AI.