Changelog
Changelog
V1.6.0, June 2, 2026
This release brings the biggest expansion yet to Ultimate Engine Co-Pilot. A new multi-agent Crew plans, executes, and verifies larger jobs across Supervisor, Worker, and Verifier roles, while a rebuilt Project Scanner answers questions about your project instantly from its own index. Intent-based tool discovery lets the co-pilot find the right action from plain-English descriptions, OAuth brings one-click sign-in for hosted external services like Atlassian and Linear, and the new Image Studio and rebuilt Meshy hubs generate textures, images, and fully rigged 3D models from a prompt. Underneath it all sits a wave of new authoring coverage across Control Rig, Niagara, materials, GAS, Mover, and Blueprints, plus dozens of stability fixes and verified support from Unreal Engine 5.4 through 5.7.
New Features
Multi-Agent Crew
A new Crew workspace coordinates a Supervisor, Workers, and a read-only Verifier through a checkpointed plan, so larger jobs are split up, handed off between roles, and only marked done once verification passes. The three-pane view offers collapsible panes, a plan editor with per-checkpoint timeouts, live per-role status, inline escalation prompts, and a history of past runs. Crew runs auto-pause when you close the editor and can be resumed next session, and external agents, Claude Code, Codex, Gemini, Copilot, and Kilo, can take on Crew roles as first-class participants.
AI Agent Catalog Redesign
The AI Agent settings page now shows the version you actually have installed, flags when a newer one is available, and adds an Update button. The catalog is redesigned as a card grid with agent icons, descriptions, real loading and error states, and a sticky Save bar.
Project Scanner v2
The scanner now answers common questions, stats, most complex assets, what uses or references an asset, what changed since the last scan, directly from its index in milliseconds, only falling back to the AI when needed. An Auto / AI / Index response-mode toggle lets you choose how it answers, with instant replies marked by a speed badge, and a Clear All button removes every scanner conversation at once.
Tool Discovery
The co-pilot can now search for actions using plain-English intent (for example “set material two-sided” or “add IK to a control rig”) and jump straight to the correct tool instead of guessing, so requests resolve faster and more reliably.
Image Studio & Meshy Studio
A rebuilt Meshy Studio hub turns a prompt or reference image into a textured 3D model, then auto-chains rigging and animation: pick a skeletal mesh, choose from hundreds of real animation actions, and the co-pilot handles the rest. It includes retexture, remesh, text-to-image, and balance checks, with smart PBR import that fixes normal/roughness/metallic maps and eliminates texture seams, and your job history survives editor restarts. A separate Image Studio panel generates images and PBR textures from a prompt, with negative prompt, model, aspect/size, mode, asset name, and save path, using Google Imagen, OpenAI, Together, OpenRouter, or a custom endpoint.
External Connectivity & OAuth
Sign in to hosted MCP services that require OAuth, such as Atlassian and Linear, straight from Settings: tick “Use OAuth sign-in”, hit Connect, complete the browser login, and the connection persists across restarts. A per-server Test button runs a real handshake and reports “Connected, N tools” or the exact failure inline, and Claude Desktop now connects with a single drag-and-drop bundled bridge, replacing the old manual tunnel setup.
Animation & Control Rig
Author AnimSequence keyframes from scratch with per-bone keys, additive deltas, and transform curves, then have the co-pilot read back per-frame samples, measure motion, flag rotation pops, and render thumbnails to critique its own results. Control Rig authoring gains sockets for prop and weapon attach points, named curve channels for facial and morph rigs, reusable RigVM function libraries, animation channel sliders, and conditional logic nodes, with controls that can parent to other controls or null groups, be reparented, register switchable spaces, and carry working min/max limits. You can also safely add and rebind BlendSpace players in the AnimGraph with a dry-run preview and a guard against editing the wrong node.
Gameplay Abilities & Movement
Full Gameplay Effect component authoring covers chance, immunity, remove-other-effects, custom application requirements, granted abilities, conditional effects, and per-modifier tag requirements; complete Gameplay Ability tag coverage spans all ten tag containers plus a new ability summary reading back cooldown, cost, instancing, networking, and trigger details. A new physics-based Chaos Mover extension (UE 5.6+) joins the standard Mover, and a single setup call now scaffolds a complete, drivable character, capsule, input, and movement wiring, that walks, collides, falls, and lands out of the box.
Niagara
A new cleanup action sweeps out orphaned emitter nodes and stale event handlers left by earlier edits, and is safe to run repeatedly. You can also read a live Niagara system’s per-emitter execution state and particle counts directly from a running effect, distinguishing “nothing spawned” from “spawned but died early” without launching a play session.
Blueprint Authoring
Promote any scene component to the Blueprint root (mirroring “Make New Scene Root”), and open, save, or save-as levels directly from the co-pilot as part of an automated flow. Extensions can now declare and auto-enable their dependencies, loading what they need first and refusing to disable while another enabled extension still requires them.
Chat & UI
A redesigned chat input puts attach, mode, voice, model selector, and send in one rounded card (with a Classic Layout toggle to restore the older style). A context-usage ring shows how much of the model’s context you’ve used and offers one-click or automatic compaction; a vertical tab rail offers a more compact workspace; first-time guided tours introduce each area; welcome cards map out key controls on new chats; the co-pilot can pause to ask structured single-select, multi-select, or open-ended question cards; and a standalone task checklist now tracks step-by-step work alongside reusable plans.
Settings & Localization
A new Info page shows your plugin name, version, Unreal Engine version, and build configuration, with quick links to documentation, Discord, and the website. The Crew view, MCP page, Source Control panels, and many other settings screens are now available in Spanish, French, and German alongside English.
Improvements
Multi-Agent Crew & Agents
You can now draft several Crew plans at the same time without them interfering with each other, and generated checkpoints carry concrete success criteria the Verifier can actually inspect. In an agent chat, the slash menu lists that agent’s own commands (plus host actions like clear, export, and retry) even before your first message, so typing a native command like /usage runs it directly. Spawned coding agents are steered onto the plugin’s Unreal-aware tools, including the ability to read and edit your C++ source directly, so their changes actually take effect, with raw terminal actions still available on request. Coding agents now run as a real, fully connected session instead of the previous simulated terminal, and you now get a clear notice within 15 seconds if an agent goes silent, plus an upfront heads-up for auto-routing models known to stall. Ask Before Edit now applies consistent rules across every chat path: it prompts only for changes that modify assets and auto-accepts planning actions.
Project Scanner
Search now ranks assets by relevance and understands CamelCase and snake_case names. Re-scans only re-examine changed assets, dropping repeat scans from 30+ seconds to just a few seconds, and the index refreshes automatically in the background as you edit. Materials, textures, static meshes, and skeletal meshes are now fully indexed with real summaries and health checks; Blueprint health checks double in number, flagging heavy tick usage, excessive casts, orphaned Blueprints, and high-complexity graphs, and Overview and Performance reports are generated directly from scan data with health scores, tables, and charts.
Tool Discovery
Intent-based search and on-demand help cover every tool area, including unified asset creation, so a Level, MetaSound, or any other asset is found from a natural description. The co-pilot can fetch the parameters for a single action without loading a whole documentation page, and the co-pilot now reads concise reference info across every area, Blueprints, Components, Niagara, Materials, animation, and more, cutting how much it reads up front before getting to work.
Image Generation
The Image Generation settings card now asks only for an endpoint and API key, with a provider preset that auto-fills the endpoint, and model and mode moved into the Image Studio hub so settings and hub keep their own choices. The 3D settings card is renamed “Meshy Ecosystem” to better reflect what it controls.
External Connectivity
The Connected External Servers panel adopts the same card layout as the agent panel, with transport icons, live connection and tool-count status, ready-made Authorization and API-key header templates, a clear empty state, and a per-server import summary.
Niagara & Materials
Module parameters, inputs, and static switches (like Loop Behavior or Coordinate Space) are now fully editable on classic emitters, with error messages listing the exact inputs and switches available; module introspection now reports current value, source, description, min/max range, and the full set of valid enum options with readable names. Module removal works across spawn, update, emitter-spawn, and emitter-update scripts. Particle materials can include a texture parameter and a clip threshold that trims non-black corners; binding a texture auto-detects the matching sampler type; material property and node-value edits understand both friendly names and the engine’s own enum spellings; you can summarize a Material Function’s inputs, outputs, and nodes; material instances list every parent static switch with its effective value; and multi-output nodes like Vertex Color show clear RGB, R, G, B, and A labels.
Gameplay & Movement
Setting granted or target tags on an Instant Gameplay Effect now returns a clear warning to set a duration first. Chaos character setup checks for the required async-physics and physics-prediction project settings and tells you precisely which to enable (and that a restart is needed) without silently editing your configuration, and scaffolded Mover characters disable the conflicting built-in movement replication so Mover’s own network prediction handles multiplayer cleanly.
Blueprint Authoring
Class-default and data-asset editing accept common parameter spellings, coerce numbers and bools, and support batched edits across many properties or assets. Type hints like float, Color, int64, and TSubclassOf<> resolve the same way for variables, function parameters, and graph nodes. Property setters read the value back after writing and report it, so a silently-dropped or mis-typed value is caught. The graph builder is far more tolerant of imperfect input, auto-correcting node names and connection shapes, redirecting common handles, growing Make Array and Sequence pins on demand, and disambiguating same-named Input Actions. Asset creation re-roots unmounted save paths under /Game, DataTables resolve their row struct (even one created this session, by short name), and many actions accept additional path and name aliases.
Chat & UI
Plans carry a full brief and per-step detail and can be searched, previewed, browsed, assigned, and edited inline, with checklist steps marking themselves done in order. When a plan is ready the co-pilot leaves Plan Mode and switches to your chosen edit mode, asking once whether you prefer Auto Edit or Ask Before Edit. Noisy behind-the-scenes tool calls no longer clutter your transcript; when a local model does one thing at a time, those steps now collapse into a single tidy block instead of cluttering the chat; message styling is unified with a consistent accent strip; tooltips are styled and stay on screen; and chat streaming no longer slows as a conversation grows.
Performance & Stability
Working with nodes on large projects is much faster, only the first lookup is slow, and the multi-second freezes are gone. Control Rig controls can form real hierarchies parented to controls, nulls, or bones, and the rig node browser now lists the previously hidden math and utility nodes.
Bug Fixes
Chat & agent flow
- Chats no longer send on the wrong model or an empty model, retries, queued sends, and external agents always use the model pinned to that specific chat.
- Crew no longer gets stuck repeating work when a late or duplicate status update arrives, those are now ignored as out-of-date.
- Stray empty tool-call rows no longer linger in an agent’s live chat, and agents now do the work directly in your chat rather than spinning off background jobs that never reported back.
- Plans and working notes from a background or Crew agent now land in that agent’s own chat instead of whatever chat you happen to be viewing, and no longer overwrite the open chat’s history.
- The thinking timer no longer resets when switching back to a still-generating chat, and changing a chat’s model now takes effect immediately, even on a running agent.
- Closing the plugin window stops in-progress generations, and Clear All halts every in-flight agent loop.
- Copying a message preserves its lists, headings, code blocks, and links as markdown, and expanded tool-result panels stay open as the chat updates.
- Confirmation dialogs now render above other panels with accurate button labels.
Tools & discovery
- Asset-creation errors now show the valid asset types inline and catch the common mix-up between an asset’s type and its parent class.
- Tool search no longer mistakes example values, type names, or parameter names for real actions, so it stops calling the wrong tool.
- The always-available tool list now reflects exactly how each tool must be invoked, eliminating “no such tool” errors over an external editor or agent connection.
- Disabling an extension now removes its actions from discovery immediately instead of lingering until a restart.
- Numerous tools that reported success without actually changing anything are fixed across Niagara distributions, State Tree transitions, material graph connections, animation states and notifies, GAS attributes, Sequencer blend/completion modes, EQS tests, sound switch nodes, and landscape heightmap export.
- Large Blueprint build requests recover gracefully when part of the request is truncated, instead of looping through repeated rebuilds.
- A class of failures when driving the co-pilot from an external editor or agent, where certain requests were silently mishandled, is fixed.
Settings & connectivity
- Image-generation provider, key, and model are now a single global setting, so switching chats no longer silently swaps your configuration.
- Header secrets in the external-server settings are now masked, and editing one field no longer wipes the others.
- An editor crash when rapidly switching between agent slots in Settings is fixed.
Animation & Control Rig
- Control Rig creation no longer fails silently or crashes: pointing at a Skeleton imports its bones and binds a preview mesh; struct-typed rig variables (
Vector,Transform) no longer crash; and parenting a control to a missing bone returns a clear error instead of dumping it at the origin. - Control Rig logic chains stay intact when adding nodes, new logic appends to the end of the existing execution chain instead of severing prior setup such as IK nodes, and deprecated rig nodes are flagged with their modern replacement.
- AimOffset assets are correctly rejected on BlendSpace player nodes, pointing you to the right aim-offset tool instead of silently accepting an invalid setup.
- Pose Search databases report the correct animation count on UE 5.7, where they previously read zero even after animations were added; adds are verified and saved so they persist.
- A new optional Surgical mode (off by default) stops the co-pilot from unexpectedly starting Play-In-Editor sessions when you only want quick, direct edits.
Niagara
- Niagara systems that crashed the editor on open after setting size, scale, or rotation ranges are fixed; a previously corrupted asset can be repaired by re-applying its distribution mode.
- Invisible streaks from two-component renderer values like sub-image size being stored incorrectly are fixed.
- The pink-checker fallback when assigning materials to Niagara renderers is fixed, the required particle-usage flag is now enabled automatically and reported.
- Niagara systems failing to compile after removing an emitter or module are fixed; the remaining graph is cleanly stitched back together.
- Niagara system validation now reads the real compile status of every script, so a system with compile errors is no longer reported as healthy.
- Emitter property changes like local space, determinism, or simulation target force a recompile so they actually take effect.
Materials
- The soft-edge particle material producing an invalid shader is fixed, and material validation now surfaces real shader compile errors such as a wrong sampler type.
- Setting material properties that silently did nothing is fixed, edits now flag unrecognised enum values and report an error with the valid options when a name isn’t recognised.
- Assigning a Material Function to a function-call node now regenerates its pins and caption correctly.
Gameplay (GAS)
- Gameplay Effect tags that silently did nothing on modern engine versions are fixed; granted, asset, and requirement tags now apply, with unknown tags registered automatically.
- The Gameplay Effect duration setting silently falling back to Instant is fixed, natural inputs like “HasDuration” are now recognized, fixing recurring “effect is Instant” errors on cooldowns and timed effects.
Blueprints
- Local variables now read and write correctly in Blueprint graphs, including inside interface-override functions, and validation no longer falsely reports a missing interface override.
add_componentrefuses non-Actor Blueprints with a clear message instead of crashing the editor.- Silent “compiles but does nothing” Blueprints, such as an impure getter left without an exec connection, are flagged during validation and graph building.
- Play-in-editor no longer hangs on a Blueprint with compile errors; it pre-compiles dirty Blueprints and returns the list of broken ones instead of freezing on an unanswerable dialog.
- Building a Blueprint graph no longer crashes on a missing or empty entry, which is now skipped safely.
- Auto-arranging nodes no longer deletes input and debug-key event chains it previously mistook for orphans.
- Editor crashes when placing variable Get nodes during very long sessions are now caught as a recoverable error.
Stability
- Deleting a selected actor no longer crashes the editor on the next viewport draw.
- Batch create, duplicate, rename, and move operations fail cleanly with an actionable message instead of stalling on a blocking “Overwrite existing asset?” dialog.
- Skeletal mesh and AnimBP mismatches with non-matching skeletons are rejected before runtime instead of T-posing in play.
- Scanning Blueprints no longer crashes your project on a corrupt asset, and the same change makes node discovery noticeably faster.
- State Tree editing no longer crashes on a broken hierarchy; empty states are cleaned up on access and binding gives a clear error.
- A Mass Entity crash on save when setting a class-type property is fixed.
- A crash when validating Widget Blueprints after a build is fixed; on-completion auto-validation now runs on every chat path, with a configurable number of self-correction passes.
- Toggling an extension off no longer risks a crash from tool handlers left pointing at unloaded code.
- Git init, push, pull, and set-remote run in the background so a slow command can’t freeze the editor, and closing a panel mid-operation no longer risks a crash.
macOS & cross-version
- The plugin now builds and runs on macOS.
- The editor no longer crashes on startup on Apple Silicon Macs, where a background iOS-device check could kill it moments after launch; the plugin works around this automatically so startup is reliable.
- The Project Dashboard on macOS is fixed: “Analyze with AI” and the past-trace dropdown now work, a stray page no longer flashes on open, and switching views no longer freezes or crashes.
- Installs correctly on Unreal Engine 5.4 through 5.6 again, with the minimum supported version pinned back to 5.4.0, and Chaos Mover isolated as an opt-in module so 5.4 and 5.5 still build.
Compatibility
Builds and runs cleanly on Unreal Engine 5.4 through 5.7 on Windows, macOS, and Linux.
V1.5.5, May 19, 2026
The polish release. Sharper authoring tools across every UE subsystem, third-party AI agents you can plug straight into the editor, and offline-first AI content that ships ready to use without a cloud sync on first launch.
AI Agents & Integrations
- Run external AI agents inside the editor. Spawn Claude Code, Codex, Copilot, or Gemini sessions in their own slots, chat with them like the built-in AI. Switch between agents with Left ALT+1..9.
- Connect your own tool servers. Any MCP-compatible server (database, design tool, custom toolchain) can be added from the Extensions tab, stdio or HTTP. Your servers are visible to spawned agents too, so external agents can call your custom tools.
Chat Experience
/compactactually compacts. Old history is summarized and replaced, not hidden, you get the context savings immediately.- Type while the AI is working. Messages queue up and process when the current run finishes.
- Auto-approve memories (optional toggle). Skip prompts for new AI-memory entries during long runs.
- GDD upload caps removed. Drop in whatever document size you need.
- Scroll-up sticks during streaming. Read while the AI types, no more being yanked back to the bottom.
- New Classic Slate-inspired theme with customisable user/AI bubble colours.
Authoring Sprint
- Control Rig. Anim-layer workflow, bake, collapse, tween, edit. Per-event graph targeting; real control properties.
- Physics Asset. Bone bodies, primitive shapes, constraint limits.
- Niagara. Schema discovery + SetParameters shortcut, classic-emitter module binding, renderer attribute binding, stateless inputs, scratch modules with custom HLSL.
- Gameplay Ability System. Inspect a live ASC at runtime, attributes, effects, abilities, tags. Modifier magnitude calc, ability net config, triggers.
- Behavior Tree. Declarative tree builder with FlowAbortMode and full decorator support.
- State Tree. Parameter defaults, extended types.
- PCG. Attribute math + expanded recipes.
- MetaSound. Real implementations replacing 5 prior stubs, UE 5.5 paged graphs supported.
- Widget. Named slot manipulation, event-graph wiring polish.
- Water. Gerstner batch, spline editing, accumulation footgun fixed.
- GameplayTags. Find every asset referencing a tag in one call.
- Anything UObject. Read or write any UPROPERTY on any UObject, no need for a dedicated tool per asset type.
Blueprint Graph
Two months of real-world RPG / multiplayer stress testing landed on the graph builder:
- Cross-class self-wire for events, prior-turn nodes, variable get/set, wildcard arrays.
- Pre-flight validation with auto-repair for parameter misuse.
- SpawnActor canonicalisation + direct-spawn bypass.
- Branch auto-wire, return-node defaults, WidgetClick binding, inherited-prop self-context.
clear_blueprint_graphis anchor-based and preserves input events;undo_last_clearadded.add_functionsupports categories and native UEnum scan.
Slow Tools Don’t Freeze the Editor
Long-running tool calls (compiles, scans, fetches) now run asynchronously, keep working while they finish in the background.
Mac / Linux
- Apple Silicon startup crash auto-patched (iOS-platform-detection abort).
- Mac UE 5.7 compile fixes (GAS templates).
- Project Dashboard rendering fix on Mac.
- Linux build path cleanup.
Stability
- AI content (system prompt, tool docs, node reference, every umbrella doc) ships bundled with the plugin. Works offline, no first-launch cloud sync.
- Diff-snapshot hardening against GC and PIE preflight.
- Telemetry resilience under transient network failures.
Compatibility
Builds clean for UE 5.4, 5.5, 5.6, 5.7, and 5.8 Preview.
V1.4.0, May 5, 2026
The release that introduced opt-in extensions.
- 25 toggleable modules covering Niagara, GAS, AI (BT/EQS/Navmesh/State Tree), Animation, Cinematics, Audio, Material, Level Design, Widget/UI, Common UI, Data, Cpp, Python, Input, plus 10 modules for third-party UE plugins (Game Features, Live Link, Mass Entity, MVVM, Level Snapshots, Media, Vehicle, Water, Geometry Script, Mover). Turn on only what you use; the rest never loads.
- Sequencer + Animation coverage sprint, dozens of new actions across both subsystems.
- Multi-editor MCP routing, open more than one editor at once; they share a single broker port and you can see them all from any window.
V1.1.5, April 28, 2026
A stability release built on months of real-world testing.
- Blueprint authoring covered every edge case surfaced by live RPG refactor sessions and multiplayer stress tests.
- Telemetry and EditorSync hardened against network drops and cache-state transitions.
- Plugin internals split into 15 focused modules.
- First-party support added for Claude Code, Codex, Copilot, and Gemini.
V1.1.0, April 22, 2026
The foundational refactor.
- Plugin restructured around modular boundaries, Core, Tools, MCP, Shell, plus feature coordinators.
- First version of the external-agent client.
V1.0.5, April 18, 2026
Stability pass on the initial V1.0 release.
V1.0, April 2026
V1.0 is the biggest update since the plugin’s creation. We are officially out of beta.
AI-Powered Blueprint Generation
- Blueprint Architect, Chat with an AI that creates, modifies, and analyzes Blueprints in real-time using 1000+ tool actions across 56 categories.
- 4 Interaction Modes, Auto Edit, Ask Before Edit, Just Chat, and Plan mode let you control how much autonomy the AI has.
- Pre-Flight Validator, Automatically scans and repairs Blueprint graphs before building, catching 40+ common mistakes.
- Blueprint Diff Snapshots, Every generation saves a before/after snapshot so you can review changes and roll back with one click.
56 Tool Categories (1000+ Actions)
- Blueprint Creation, Create Blueprints, add components, variables, functions, compile, and edit graphs at the node level.
- Animation, BlendSpaces, Montages, AnimBP state machines, AnimGraph chains, IK, virtual bones, motion warping.
- Sequencer & Cinematics, Level sequences, camera rigs, all track types, keyframe interpolation, MRQ rendering.
- Level & Scene, Spawn, transform, duplicate actors, physics, World Partition, HLODs, streaming levels.
- Materials, Full material graph editing, instances, functions, layers, MPCs, auto-layout.
- UMG Widgets, Create full UI layouts from descriptions, widget animations, slot editing, navigation.
- PCG Procedural, Build PCG graphs, mesh spawners, transform randomizers, landscape scatter.
- Niagara VFX, Create systems and emitters, add modules, renderers, parameters, event handlers.
- Behavior Trees & State Trees, Full BT/ST creation with composites, tasks, decorators, transitions.
- GAS (Gameplay Abilities), Attribute sets, abilities, effects, cues, modifiers, stacking.
- Audio & MetaSounds, Sound cues, attenuation, mixes, MetaSound graph editing.
- Physics & Destruction, Physics assets, geometry collections, fracture, collision presets.
- Environment, Sky, fog, atmosphere, volumetric clouds, water bodies, post-process.
- And 20+ more, Control Rig, IK Retargeting, Pose Search, Chooser Tables, Splines, Landscape, NavMesh, Vehicles, Mass Entity, Geometry Script, Foliage, Rendering Config, Level Snapshots, Groom, Common UI, Live Link, Media, Git, Play Testing, Gameplay Tags.
AI Asset Generation
- Texture Generation, Generate textures from text via Imagen, DALL-E, Together AI, or OpenRouter.
- PBR Material Generation, Generate one base texture, automatically derive Normal, Roughness, Metallic, and AO maps.
- 3D Model Generation, Text-to-3D and Image-to-3D via Meshy, Tripo, or Hunyuan with auto-refinement.
- Sound Generation, Generate SFX, music, and voice via OpenAI, ElevenLabs, StabilityAI, or HuggingFace.
- Material from Textures, Auto-detect texture types and create complete materials from existing files.
AI Agents
- 35+ CLI Agents, Run any agent from the Zed ACP registry inside the editor, Claude Code, Codex, GitHub Copilot, Gemini CLI, Cursor, Cline, OpenCode, and more. Concurrent across multiple chats.
- Full MCP Tool Access, Each agent can use all 1000+ tool actions via Model Context Protocol.
- Per-Agent Model Selection, Choose your model and thinking effort level per agent.
- One-Click Install, Install each agent CLI with a single button in Settings.
Free AI Usage
- Two Free Slots, Built-in free AI with real models. No API key, no account, no setup required.
Voice Integration
- Speech-to-Text, Record your voice and get instant Whisper transcription.
- Text-to-Speech, 6 voices (Alloy, Echo, Fable, Onyx, Nova, Shimmer) read AI responses aloud.
- Hands-Free Mode, Auto-send transcription + auto-play responses for voice-only development.
Project Intelligence
- Project Scanner, Index your entire project and ask AI questions about architecture, dependencies, and assets.
- Performance Profiler, One-click profiler that launches PIE, records a trace, and returns AI-analyzed performance insights.
- Dependency Graph, Interactive pan/zoom visualization of asset relationships.
- Inheritance Tree, Blueprint class hierarchy rendered as diagrams.
- Pie Charts & Flowcharts, AI-generated data visualizations inline in chat.
- Project Dashboard, Standalone window with dependency graph, heatmap, pie chart, and inheritance tree.
AI Memory & Context
- AI Memory, Persistent cross-session memory so the AI remembers your project, preferences, and decisions.
- GDD Manager, Import game design documents as persistent AI context.
- Plan Manager, Multi-step task tracking with progress visualization.
- @ Asset Mentions, Type @ to search and reference any project asset inline.
- File & Image Attachments, Attach source files, screenshots, or reference images to any conversation.
- Brave Web Search, AI can search the web mid-conversation for answers.
Learning Ecosystem
- Courses & Skill Tree, Structured learning paths with lessons, milestones, and challenges.
- XP, Leveling & Titles, Earn XP from tool usage, level up from Newcomer through Mythic.
- Daily Streaks & Achievements, Track consecutive days and unlock achievements automatically.
- Global Leaderboard, Compete with other users worldwide.
- Video Tutorials, In-editor video content for guided learning.
- Community Tab, Connect with other plugin users.
Multi-Provider Support
- 9 API Key Slots, Store configurations for Claude, OpenAI, Gemini, DeepSeek, OpenRouter, or any custom endpoint.
- ALT+1-9 Hotkey Switching, Instantly switch between providers mid-session.
- Local LLM Support, Works with Ollama, LM Studio, Lemonade, or any OpenAI-compatible server.
- Dynamic Model Lists, New models appear in dropdowns automatically from the cloud, no plugin update needed.
MCP Integration
- HTTP MCP Server, External AI tools (Claude Desktop, Claude Code, Cursor, Cline, Codex, any MCP client) can control the Unreal Editor over HTTP+SSE on port 30000 with bearer-token auth.
- All 1000+ Actions Available, Everything the plugin can do is exposed via MCP.
- Multi-Project Broker, One broker on port 9876 routes incoming requests to the right editor based on project name, so a single MCP client config works across every UE editor you have open.
UI & UX
- 20 Languages, Full UI translation with native prompt support in any language.
- Theme System, Dark, Light, and custom themes with full color customization.
- Chat Zoom, CTRL+Wheel zoom with indicator and reset.
- Markdown Rendering, Full markdown support with code block copy buttons.
- Conversation Export, Save chats as .txt or .md files.
- Built-In Bug Report, Send feedback with screenshots directly from the plugin.
Platform
- UE 5.4, 5.5, 5.6, 5.7, Single plugin works across all four engine versions.
- Windows, macOS, Linux, Editor-only plugin, all three platforms supported.
- Full C++ Source Code, Every line of source code included. Modify, extend, or learn from it.
- Lifetime Updates, One-time purchase, all future updates included.
- Cloud Content Updates, AI prompts and tool documentation update automatically without a new download.
Improvements
- Incremental Blueprint graph building (one function at a time for faster AI thinking)
- Batch operations on most create/add/set/delete tools via items=[]
- Parallel tool execution within a single AI response
- Pre-flight validation system for Blueprint graph builds
- Idempotent asset creation (no overwrite dialogs)
Bug Fixes
- Fixed Gemini API timestamp field rejection
- Fixed PCG volume not snapping to landscape position
- Fixed Niagara crash when adding renderers after emitter removal
- Fixed Mac CLI detection for agents launched from Finder
- Fixed UE 5.7 welcome screen white screen (CEF LoadString regression)
- Fixed UE 5.7 ConcertSyncClient crash via MovieRenderPipeline dependency chain
- Fixed local LLM compatibility (content format flattening for Lemonade/Ollama/LM Studio)
- Fixed empty Authorization header rejection on local servers
- Fixed input action overwrite dialog on existing assets
Breaking Changes
- Browser extension connection method removed (replaced by native AI agents)
- Plugin renamed from “Ultimate Blueprint Generator” to “Ultimate Engine Copilot”
V0.7.5, March 1, 2026
Massive improvements and tons of new features. Watch the V0.7.5 Overview Video.
New Features
- Multiple API Key Slots, Configure and switch between multiple API keys easily.
- Enhanced Input Support, Full support for Unreal’s Enhanced Input system.
- Move Assets with Prompts, Relocate assets using natural language commands.
- Clickable Asset Links, Asset references in chat are now clickable to select in Content Browser.
- Widget Creation Improvements, Better UMG widget generation and layout handling.
- Project Scanner Improvements, Faster and more accurate project-wide scanning.
- Project Overview & Performance Report, Generate comprehensive project health reports.
- Blueprint Generation & Token Improvements, More efficient token usage and better output quality.
- Image Generation, Generate textures and images directly from prompts.
- Material Generation, Create materials from natural language descriptions.
- 3D Mesh Generator, Generate basic 3D meshes through AI prompts.
- Flowcharts Support, Create and work with flowchart diagrams.
- @ Asset Reference, Use @ symbol to quickly reference assets in conversations.
- Images Clipboard Paste, Paste images directly from clipboard into chat.
- Analyze Plugins Easily, Quick analysis of installed plugins code and structure.
- Data Table Generation, Create and populate data tables with AI assistance.
- Game Design Doc Support, AI can work with and reference your game design documents.
- AI Memory, Persistent context across conversations and sessions for better continuity.
- MCP Support Still Valid, Continue using with Claude Desktop, Cursor, and other MCP-compatible apps.
- UX/UI Improvements, Overall interface polish and usability enhancements.
V0.3.5, January 26, 2026
Major evolution. Watch the V0.3.5 Overview Video.
New Features
- In-Editor AI Interface, Brought the agentic capabilities of desktop apps like Claude Desktop within the Unreal Editor itself. No need to use third-party apps anymore unless you want to. Everything can be done from the in-editor interface.
- Local LLM Support, Use Ollama, LM Studio, and other OpenAI-compatible local servers for offline use with no API costs.
V0.2.5, January 9, 2026
Watch the V0.2.5 Overview Video.
- Added back support for API keys (making it the 3rd way of using the plugin besides desktop apps and DeepSeek in browser).
- Editing Class Defaults values in Blueprints/data assets.
V0.2.0, December 15, 2025
New Features
- Universal Asset Explanation, The AI can now explain Materials, Behavior Trees, Animation Blueprints, and Widget Blueprints, in addition to standard Blueprints. Works for both the full asset and for selected nodes within the graph.
- Export Summaries, Export the AI’s explanation of any asset or node selection to a .md or .txt file for documentation.
- C++ Filesystem Access, Added tools for reading from and writing to external .cpp and .h files.
- Improved Widget Generation, Creating complex UMG layouts from prompts is now significantly more powerful and reliable.
Improvements
- Clean Blueprint Layouts, Generated Blueprints have a better node layout now.
- More Potent Code Generation, The AI is now much smarter, using a built-in API list of common engine functions to generate more accurate and reliable code.
- Faster AI Responses, Added a “Feasibility Check” to prevent the AI from attempting unsupported tasks.
Fixes
- UTF-16LE Support, Fixed critical crashes for international users by adding support for UTF-16LE file encoding.
- Stability, Resolved several crashes that could occur during complex Blueprint generation.
- Includes numerous other smaller bug fixes for a smoother experience.
V0.1.5, November 18, 2025
- The plugin is now fully self-sufficient. When using an external AI assistant, the third-party API (OpenAI, Gemini) is no longer used. The external assistant (like Claude Desktop/Cursor) now reads the plugin’s rules, generates the code itself, and sends it to Unreal just for compilation.
- Stability overhaul and crash proofing.
V0.1.1, October 27, 2025
Fixes & Improvements
- Fixed a critical editor crash in the full project scanner caused by nullptr Blueprint ParentClass pointers.
- Completely re-architected the “Blueprint Explanation” feature, replacing the slow and unreliable async “job/poll” system with a fast, synchronous tool. The AI now gets the raw data and synthesizes the explanation itself. You can have a Blueprint, a folder, or the entire project explained.
New Features
- Data Asset Creation, New tools for the AI to create User Defined Structs and Enums directly from chat. The AI populates these assets with relevant variables based on creative prompts (e.g., “create a struct for RPG stats”).
- Construction Script Support, The AI can now generate code directly into a Blueprint’s Construction Script.
- Fixed a bug where the insertion logic wasn’t working when using Claude Desktop/Cursor. You can now add code after a selected node again.
V0.1.0, October 20, 2025
A groundbreaking update, transforming the plugin into a complete AI Copilot for Unreal Engine. Full Model Context Protocol (MCP) integration, connect directly to AI clients like Cursor and Claude Desktop for a seamless, conversational workflow.
Key New Features
- Project-Wide Intelligence, Scan your entire project to create a knowledge base. The AI can now generate detailed performance/memory reports and answer high-level questions like “Where is the health system implemented?”
- Advanced Scene Population, Instantly populate selected volumes or areas with hundreds of Static Meshes and Blueprints, featuring full randomization for location, rotation, and scale.
- Complete UI (UMG) Scaffolding, Build and lay out complex UI hierarchies from a single prompt. The AI can create panels, buttons, and text, and control layout properties like anchors, alignment, and padding.
- Conversational Code Refactoring, Select any Blueprint nodes and get a safe, non-destructive, optimized function as a suggested replacement.
- Context-Aware Workflow, The AI is now aware of your context. It can create assets in your currently focused Content Browser folder.
- Expanded Asset & Scene Control, Full support for creating Materials, applying them to multiple actors, and spawning any actor type. The AI can also list and select actors in the World Outliner.
- Complex System Generation, Scaffold entire gameplay systems (e.g., a complete Health system with damage/heal functions) from a single high-level command.
V0.0.6, September 8, 2025
- Added support for Local LLMs (Ollama, LM Studio). Still very experimental.
V0.0.5, September 1, 2025
New Features
- Node Insertion, Select any node in an existing graph and add new logic seamlessly after it.
- Visual Understanding, Input screenshots of Blueprints to get clear, detailed explanations of complex logic.
- Explain & Suggest, Explain a selection of nodes and suggest improvements.
- Multi-Function Generation, Create multiple functions or events from a single, comprehensive prompt.
- Multi-Provider Support, Native support for Claude and DeepSeek APIs, alongside OpenAI and Google Gemini.
- Expanded Blueprint Support, Logic generation for Widget Blueprints and the Animation Blueprint Event Graph.
- Improved generation stability.
V0.0.4, August 9, 2025
- Hotfix to fix Gemini generation.
- Added support for Sequence node and Input Key events.
- Improved the interface of the Prompt Builder. Added QoL features.
V0.0.3, August 7, 2025
- Added support for Spawning Actors, previously spawning actors was crashing the engine but now it’s all fixed and working as expected.
V0.0.2, August 1, 2025
- The Prompt Builder has been integrated into the main plugin.
- Added Casting support, cast to your characters, player controllers, game modes, and call functions and events from other actors.
- Added support for Timelines and Component Overlap Events.
V0.0.1, July 26, 2025
- Plugin launched on FAB.