See everything
Variables, functions, graphs, nodes, components, interfaces, timelines: your AI reads the whole structure of a Blueprint, no guessing.
readPoint your AI assistant at your project and just ask. It reads and rewrites your Unreal Engine 5 Blueprints in plain language, with no editor scripting, no C++, and nothing that can corrupt your assets.
Variables, functions, graphs, nodes, components, interfaces, timelines: your AI reads the whole structure of a Blueprint, no guessing.
read"Add a dash ability with a 2-second cooldown." It spawns the variables, wires the nodes, and compiles, the way you'd do it by hand, but spoken.
writeEvery write saves through a compile gate and an automatic backup ring. Anything that could damage a project simply isn't in this build.
safeChain a dozen edits into one transaction. If step seven fails, the whole thing rolls back; your graph is never left half-rewritten.
atomicSpeaks the Model Context Protocol, so it works with any MCP client, Claude included. Point it at a .uproject and go.
Drives a headless editor or talks to a live one over a socket, auto-routing per call. No babysitting an editor window required.
headlessDrop the server into your MCP client's config. One block, paste-and-go for Claude, Copilot, or Cursor.
Ask in plain language. "What does BP_Enemy do?" "Refactor this into a function." "Give the player a double-jump."
It reads, edits, compiles, and saves: atomically, backed up, on the real asset. You review the diff.
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A single, focused build with only the tools we'd stake our reputation on, every one verified against real projects. Landing on Epic's Fab marketplace.
Built for Unreal Engine 5.8 · no telemetry