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✨ ULTIMATE V1 - Największy skok w tworzeniu gier z AI ✦ 1050+ Natywnych Narzędzi ✦ Brak Miesięcznych Subskrypcji ✦ Lokalne LLM dla 100% Prywatności ✦ Pełny Kod Źródłowy w Zestawie ✦ Kliknij, aby zobaczyć nowości ✦
ULTIMATE V1 JUŻ DOSTĘPNY!

Największa aktualizacja w historii - 1050+ natywnych narzędzi, Pełna Inteligencja Projektu, oraz AI Unreal Insights. Pokrycie 95% rdzenia UE5. Zero subskrypcji, pełny kod źródłowy, twój na zawsze.

Tool Categories

Tool Categories

V1 Documentation - Under Heavy Rework. Some sections may be incomplete. For the latest info, check the FAB listing or Discord.

The AI has access to 56 tool categories covering nearly every system in Unreal Engine. Here is an overview of each.

Blueprint & Code

CategoryWhat It Does
BlueprintCreate, compile, add variables/functions/components/macros/interfaces, reparent, implement interfaces
Blueprint GraphBuild node graphs from scratch: place nodes, wire connections, set defaults, arrange layout
AnimationBlendSpaces, Montages, Composites, Aim Offsets, AnimBP state machines, transitions, AnimGraph chains, IK, virtual bones, motion warping
Behavior TreeCreate BTs, blackboards, composites, tasks, services, decorators, auto-layout
State TreeStates, transitions, tasks, evaluators, conditions, property binding, schemas
GASGameplay Ability System: attribute sets, abilities, effects, cues, modifiers, stacking, cooldowns
WidgetUMG widget creation, full layouts from JSON, property editing, animations, slot configuration
Input SystemEnhanced Input: InputActions, InputMappingContexts, key bindings, triggers, modifiers
DataStructs, Enums, DataTables (CSV import/export), String Tables, Data Assets
Gameplay TagsAdd, get, remove, bulk operations

Visual & Audio

CategoryWhat It Does
MaterialCreate materials, instances, functions, parameter collections. Full graph editing: add/connect/delete/move nodes
NiagaraCreate systems/emitters, add modules, configure renderers, parameters, distribution curves, event handlers
MetaSoundCreate MetaSounds, add nodes/inputs/outputs, connect, set defaults
AudioSound cues, attenuation, classes, mixes, submixes, concurrency, dialogue, control buses, Quartz clocks
EnvironmentSky light, fog, atmosphere, volumetric clouds, post-process, water bodies, directional lights, runtime virtual textures
Post ProcessPost-process volumes, properties, blendables, material parameter collections
RenderLumen, Nanite, ray tracing, global illumination, shadow quality, anti-aliasing, screen percentage
CurveFloat/vector/color curves, curve tables, interpolation, tangents

World & Level

CategoryWhat It Does
Level ActorSpawn/delete/duplicate/transform actors, physics, visibility, tags, replication, World Partition, HLODs, data layers
PCGProcedural Content Generation: graphs, nodes, connections, mesh spawners, transform randomizers, generation
LandscapeCreate landscapes with presets, materials, LOD, heightmap export
SplineSpline actors/components, points, tangents, spline meshes, scatter along spline
FoliageFoliage types, painting, density, procedural spawners
WaterWater bodies (river, lake, ocean), wave settings, materials
Level StreamingStreaming levels, volumes, visibility
Level SnapshotTake/restore/compare snapshots, selective actor restore

Animation & Motion

CategoryWhat It Does
Control RigCreate rigs, controls, VM nodes, two-bone IK, pin wiring, logic building
IK RetargetIK rigs, solvers, goals, retarget chains, chain mapping, retarget poses
Pose SearchMotion matching: schemas, channels, databases, normalization sets
ChooserChooser tables: columns, rows, output types, fallbacks, context data

AI & Gameplay

CategoryWhat It Does
NavMesh AINav mesh volumes, config, rebuild, AI perception (sight, hearing), smart objects
EQSEnvironment Query System: queries, generators, tests, scoring
Mass EntityEntity configs, traits, spawners, agent components

Sequencer & Cinematics

CategoryWhat It Does
SequencerLevel sequences, actor bindings, camera rigs (rail, crane), all track types, MRQ rendering pipeline

Assets & Import

CategoryWhat It Does
Asset ManagementFind, move, duplicate, rename, delete assets. Import textures, meshes, skeletal meshes, sounds, animations
MeshStatic/skeletal mesh properties, sockets, morph targets, cloth, LODs, 3D model generation
ComponentCollision, mobility, shadows, replication, transform, camera, audio component configuration

Vehicles & Characters

CategoryWhat It Does
VehicleVehicle blueprints, wheels, engine/transmission/suspension/steering config
MoverMover character setup, settings, stances, movement modes

Specialized

CategoryWhat It Does
Geometry ScriptDynamic meshes, primitives (box/sphere/cylinder/cone), booleans, bake to static mesh
GroomHair/fur: LOD, bindings, physics, rendering, materials
Common UICommonUI buttons, activatable widgets, text styles, input action tables
Live LinkSources, subjects, presets, frame data
MediaMedia players, file/stream sources, textures, playback

Developer Tools

CategoryWhat It Does
Editor UtilityUtility widgets/BPs, console commands, screenshots, save assets, batch rename, project settings, validation
C++ ToolsRead, write, edit C++ files, compile project, Python execution, engine source search
Git ToolsStatus, log, commit, diff, revert, branch, stash
Play TestPIE control, state queries, input simulation, profiling, trace analysis
SearchWeb search (Brave) and factual Q&A for research

Project Management

CategoryWhat It Does
Project VizDependency graphs, inheritance trees, project dashboard
Project PlanCreate, update, track multi-step plans
MemoryPersistent AI memory across sessions (design, technical, narrative categories)
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