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Autocomplete (AI Suggestions)

The input field watches for two trigger characters. Typing either one opens an inline suggestion popup anchored above the caret.

TriggerWhat it surfaces
/Slash commands — Claude built-ins plus any project-specific skills
@Assets, files, and folders inside the project’s working directory

Suggestions are produced asynchronously with a debounce, so they never block typing. Selection is keyboard-first: ↑↓ to move, Tab/Enter to insert, Esc to dismiss.

Type / at the start of the input field to open the slash menu. The list is sourced live from the connected AI service.

CommandWhat it does
/helpShow command reference
/loginRe-run the OAuth flow
/logoutClear the active Claude account
/upgradeUpgrade Claude Pro / Max plan
/clearReset the current session
/newStart a new session
/costShow estimated cost for the current session
/compactCompress the conversation to free context
/modelSwitch models inline
/agentsList configured agents

The exact list comes from the running Claude SDK — so if Anthropic ships a new built-in, it appears in the menu without needing a Blueprint AI update.

If your project (or the plugin itself) ships a SKILL.md with commands, they show up below the built-ins:

/help — Show command reference
/upgrade — Upgrade plan
...
/unreal-bp — Switch to Unreal Blueprint operations
/unreal-research — Look up an Unreal API

Skill commands are resolved from the active project’s .claude/skills/ directory plus the plugin’s own Skills/ folder.

/terminal (or just pressing the SlashButton without typing) switches the panel into Terminal mode. /chat switches back.

Type @ anywhere in the input field to open the file / asset picker. The query is whatever follows @ until the next space.

Please refactor @BP_Enem
^^^^ matches BP_Enemy, BP_EnemyAI, ...

The picker walks the project’s working directory (see Settings) and shows up to 15 results, ranked by fuzzy score plus an MRU bonus.

  • Assets — every entry in the live Unreal Asset Registry (Blueprints, materials, textures, levels, …)
  • Source files.h, .cpp, .cs, .py, .md, .ini, .json, .uplugin, etc. under the working directory
  • Folders — directory names show as “Folder” entries that you can use for folder attachments

The asset index streams from Unreal — no manual refresh needed when you create or delete assets. The source-file index is built in a background worker on panel construction and refreshed every 30 seconds.

When you accept a suggestion, the picker inserts:

  • For an asset: the asset’s package path — /Game/Pickups/BP_Pickup
  • For a source file: the path relative to working directory — Source/Foo/Bar.cpp
  • For a folder: the folder path with a trailing slash — Content/Characters/

A chip also appears in the AttachmentBar so the AI gets both the textual mention and the underlying content / object reference.

Results are ordered by:

score = fuzzy(query, candidate) + mru_bonus(last_used_at)
  • Fuzzy score — ripgrep-style scoring, with bonus for camelCase / underscore boundaries and consecutive matches
  • MRU bonus — exponential decay with a 7-day half-life, capped at +30. Anything you’ve inserted recently rises to the top.

If two candidates tie, assets sort before source files, and shorter paths beat longer ones.

Source-file indexing honors a gitignore-style AutocompleteIgnore list. Configure it in Project Settings → Blueprint AI. Common patterns:

# Skip build outputs
Binaries/
Intermediate/
Saved/
DerivedDataCache/
# Skip giant directories that aren't useful for chat
Content/ # use the asset registry, not raw .uasset
Content/Fab/** # third-party marketplace assets
# Re-include an exception
!Content/Fab/Notes.md
  • Lines without / match the basename at any depth (.git/, *.uasset)
  • Lines with / are anchored to the working directory (Source/, Content/Fab/**)
  • A trailing / limits the pattern to directories
  • A leading ! re-includes a path that an earlier rule excluded

The @ picker walks AutocompleteWorkingDirectory (or, if blank, the AgentWorkingDirectory, or the project root as the final fallback). Set it in Project Settings.

This is useful for monorepos: point @ at the active subproject so suggestions stay focused.

You can mix both triggers in one prompt:

/unreal-bp create a sphere collider for @BP_Pickup

The slash command runs first; the @ mention is preserved as both the literal text and an attachment chip.

  • Typing is never blocked — the popup populates as results arrive
  • A typing burst (>50 chars/sec) coalesces into a single query
  • The asset registry is read from a snapshot — large projects scale fine
  • Source-file walk uses bundled ripgrep when available, falls back to a Slate-thread walker otherwise