Frequently Asked Questions
Common questions about pricing and plans, AI providers, privacy, engine versions, licensing and your data.
How much does it cost?
Pick what fits at gamedevcore.com/pricing:
- A license. Pay once, per seat, and keep the plugin. Bring your own AI, or add tokens when you need them. Bigger teams get a volume discount.
- Indie or Studio. A monthly or annual plan with the plugin and a monthly pool of AI tokens included. Annual billing gives you two months free.
- Teams. Seats for a whole studio on one invoice. See gamedevcore.com/teams.
Bought Version 1 on Fab? Version 2 is a free update.
For the AI itself you have options:
- Tokens from a plan or a token pack. For our hosted models and hosted generation. Pack tokens never expire. See Tokens and BpLabs Premium.
- Your own API key. OpenAI, Anthropic, Google, DeepSeek or any OpenAI-compatible service. You pay them directly.
- A local model. Free and private, on your own GPU. See Local LLM Setup.
- A coding agent. Claude Code, Codex, Gemini CLI, GitHub Copilot and more, on your own subscription. See AI Agents.
Your own keys and local models work on every plan. Always.
I bought Version 1. What do I get?
Version 2, free. Download it from gamedevcore.com/downloads and activate with the same license key or Fab order ID. Your chats, memory and settings move over on their own.
Want monthly AI tokens on top? The Owner Add-On is a plan for people who already own the plugin: tokens every month at the owner rate, with no new license.
License or plan: which one should I pick?
- A license if you want to own the plugin and mostly use your own key, a local model or a coding agent.
- Indie if you work alone and want AI tokens every month without managing keys.
- Studio if you are in the editor all day, or share the work with a team. Three times the tokens of Indie.
A plan includes the plugin for as long as it is active.
Can I cancel a plan?
Yes, any time, from Account > Manage plan on gamedevcore.com. Your plan keeps working until the end of the period you paid for, and then stops renewing. Plans are not refunded for the time left. See the refund policy.
Who can buy token packs?
Anyone with a license or an active plan on their gamedevcore.com account, since the tokens are spent in the plugin. Pay by card, PayPal, crypto or store credit at gamedevcore.com/shop.
Activated with a Fab order ID only? Sign up at gamedevcore.com, then add the order under Account > Purchases > Link a FAB order. After that you can buy packs.
Can the AI break my project?
It can change things, so you get safeguards:
- A review after every turn. Each Blueprint it touched gets a Review button with a before and after view.
- Confirm prompts before destructive steps, source control changes and shell commands.
- Your own work is protected. It asks before replacing or deleting logic you built by hand.
- Modes. Just Chat and Plan change nothing.
Use source control anyway. Commit before a big job, and you can always roll back.
Is my project sent anywhere?
Only what you choose:
- Our hosted models: your prompts go through our servers to the model behind BpLabs.
- Your own key: straight to that provider, under its privacy policy.
- A local model: nowhere. It all stays on your PC.
- Usage data: only if you said yes at first start. Change it in Settings > Preferences > Share usage data.
- Crash reports: only when you choose to send one.
The plugin also checks your license with our server. See Account, License and Devices.
How is this different from other AI tools for Unreal?
It works inside the editor, with real tools. 1,655 of them, across Blueprints, animation, materials, Niagara, PCG, behaviour trees, GAS, UMG, Sequencer and more. It builds the asset in your project instead of handing you code to paste.
Around that: a review step for every change, Crew for big multi-step builds, asset generation, play testing, source control, MCP in both directions, 37 extensions and 20 languages.
Is it just for beginners?
No. Beginners get a patient teacher that explains and builds. Experienced developers get the boring parts done: scaffolding systems, UI layouts, cinematics, scatter setups, repetitive edits across many assets.
Do I need to know C++?
No. You work in plain language. The C++ tools are there if you want them, like Blueprint to C++.
Does it work in my language?
Yes. The interface comes in 20 languages, and you can prompt in any of them. See Supported Languages.
Which AI models can I use?
- Ours: BpLabs Standard, and BpLabs Premium per chat.
- Cloud: OpenAI, Anthropic Claude, Google Gemini and DeepSeek. The model lists update from our server, so new models appear without a plugin update. OpenRouter and Azure work through Custom (Local).
- Agents: Claude Agent, Codex, GitHub Copilot, Gemini CLI and dozens more from the ACP registry.
- Local: Ollama, LM Studio, and any OpenAI-compatible server.
Which engine versions are supported?
Unreal Engine 5.5, 5.6, 5.7 and 5.8, on Windows 10 or 11 (64-bit) or macOS on Apple Silicon or Intel. The Downloads page lists every build. The MetaHuman extension needs UE 5.7 or newer.
It works with the engine the Epic Games Launcher installs, and with Unreal Engine built from source.
Does the plugin end up in my packaged game?
Almost nothing. Every module is editor-only except one small runtime module, UECPSteamRuntime.
Can I use it offline?
Partly. Activation and regular license checks need an internet connection. With a local model, the AI itself needs none.
How do updates work?
Inside the editor. The plugin tells you when a new version is out, and Settings > Info > UPDATES installs it. You can go back to the previous version from there too. See Getting Started.
Can I use it with existing projects?
Yes. Any UE 5.5 to 5.8 project, Blueprint-only or C++. Unzip it into the project’s Plugins folder and open the project.
Can Claude Desktop or Cursor use it?
Yes. The plugin runs an MCP server, and any MCP client can use its tools. It works the other way too: plug other MCP servers into the CoPilot. See MCP Integration.
What happens when my tokens run out?
A plan’s pool refills every month. Unused plan tokens expire at the end of each billing period and do not carry over to the next one. Pack tokens never expire. Until the pool refills, or without a plan, keep going with a token pack, your own API key, a local model or a coding agent. See Tokens and BpLabs Premium.
How does licensing work?
Licenses are per seat: one seat per developer. More developers need more seats. Manage your activations at gamedevcore.com/manage-devices.
Don’t share a license or a Fab order ID. Sharing is detected automatically and can get the license revoked. Buy only from gamedevcore.com.
Moving to a new computer: see Account, License and Devices.
What are the system requirements?
Whatever your version of Unreal needs. For local models, a GPU with enough memory for the model: about 8 GB for small models, 16 GB or more for mid-size ones.
Where is my data stored?
| Data | Location |
|---|---|
| Chats | YourProject/Saved/UltimateCoPilot/Conversations/ |
| AI Memory | YourProject/Saved/UltimateCoPilot/AiMemory/ai_memory.json |
| Game design docs | YourProject/Saved/UltimateCoPilot/Gdd/ |
| Project index | YourProject/Saved/UltimateCoPilot/ProjectScanner/ProjectIndex.json |
| Crew plans | YourProject/Saved/UltimateCoPilot/Crew/ |
| Exported chats | YourProject/Saved/UltimateCoPilot/Exports/Conversations/ |
| Settings, activation, API keys, agents | %LOCALAPPDATA%\UltimateCoPilot\ |
Data from Version 1 moves over on its own.
When should I use an agent instead of an API key?
| You want | Try |
|---|---|
| To start right now | BpLabs Standard |
| Hard, long builds | BpLabs Premium, or Claude Code or Codex on high effort |
| Low cost | A cheap API model, or a local model |
| Complete privacy | A local model |
| No internet for the AI | A local model |
| To use a subscription you already pay for | The matching coding agent |
I have an idea for a feature.
Tell us on Discord. A lot of Version 2 started as someone’s suggestion there.