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.
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
The most complete Blueprint AI
Full control over inspection, editing, creation, and component management. Understand any Blueprint instantly. Edit graphs programmatically.
Blueprint Operations
Deep Analysis
Ask questions about any Blueprint in natural language. The agent inspects variables, functions, components, graphs, connections, and execution flow to give you detailed answers.
Analyze BP_PlayerCharacter and explain the movement systemInspects all variables, functions, components, and graph logic to explain how movement works
What does the EventGraph in BP_Door do when the player overlaps?Traces execution flow from overlap events through all connected nodes
Show me all replicated variables in BP_NetworkPlayerQueries variables with their replication flags, types, and default values
Compare the component hierarchies of BP_Car and BP_TruckBatch-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
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 eyesImage to 3D
Upload concept art or reference images and convert them into fully textured 3D models with PBR materials.
drag & drop or paste any imageBatch 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 buildingScene Building
Spawn actors, set transforms, create patterns. Build complete environments from natural language descriptions.
create a circular arena with pillars around the edge for coverSee it in action
Just tell it what you want
Natural language commands that the agent understands. Be specific, and it handles the rest.
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
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
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
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.




