Lives inside the editor
An AI chat panel and a full terminal (ANSI colors, scrollback, command history) share a tab next to your viewport. Ask, build, and check the engine log without switching windows.
You describe what you want; the AI builds it. Create fresh assets, edit existing ones, or ask about what’s already in the project. Blueprint AI translates each request into operations Unreal validates before they run. What lands in your Content Browser compiles cleanly, opens in the right editor, and runs in PIE.
Create
BP_Pickupas an Actor in/Game/Pickups. Add aStaticMeshComponentas root and aSphereComponentfor overlap. OnBeginPlay, print “Pickup ready”. On the sphere’sOnComponentBeginOverlap, call a custom functionCollect.
Lives inside the editor
An AI chat panel and a full terminal (ANSI colors, scrollback, command history) share a tab next to your viewport. Ask, build, and check the engine log without switching windows.
Acts on your team's tools
Connect Discord and GitHub and your copilot closes the loop without leaving the editor — announce a build or ping whoever owns the bug in Discord, triage issues and read a PR’s diff or CI logs on GitHub. Credentials stay on your machine and are handed only to the agent that needs them, never printed. Two integrations live today, more on the way. See integrations →
Every core Unreal asset type, end-to-end
If it ships with the base engine, Blueprint AI can create, edit, and inspect it — Blueprint and animation graphs, materials, VFX, audio, meshes, UI, gameplay systems, cinematics, world building, and the rest. Many engine-plugin asset types are covered too, the moment their plugin is enabled. Every new node lands in a tidy row-and-column auto-layout, no spaghetti graphs after an AI edit.
Costs far less to run
Blueprint AI sends Claude only what each task needs, so chats stay light and your subscription goes much further. Measured: the same “create a Widget Blueprint” task cost ~1,500 tokens vs ~3,900–9,600 for Epic’s own UE 5.8 MCP plugin (~2.6–6.4× fewer, single-domain), and ~9–14× lighter than the largest published competitor benchmark. See the full measurement →
Works with the editor closed
Drive Blueprint AI from your terminal or CI through Claude or any other CLI-capable AI. It launches Unreal in headless commandlet mode, performs the operation, and exits. The editor never has to open.
Pre-loaded with the Unreal API
Bundles a full per-domain API reference, workflow guides, and a knowledge base: GAS, replication / Iris, motion matching, Mover, Substrate materials, PCG, World Partition, Enhanced Input, and more. The AI reads the relevant guide before it builds, so what lands compiles cleanly and follows engine best practices on the first try.
Smart defaults, your conventions on top
Ships opinionated by default: naming, GAS patterns, multiplayer, performance. Drop a CLAUDE.md or AGENTS.md at the project root and your team’s conventions layer on top, no fork, no edits to the plugin.