Autocomplete (AI Suggestions)
The input field watches for two trigger characters. Typing either one opens an inline suggestion popup anchored above the caret.
| Trigger | What 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.
/ — Slash commands
Section titled “/ — Slash commands”Type / at the start of the input field to open the slash menu. The list is sourced live from the connected AI service.
Built-in commands (Claude)
Section titled “Built-in commands (Claude)”| Command | What it does |
|---|---|
/help | Show command reference |
/login | Re-run the OAuth flow |
/logout | Clear the active Claude account |
/upgrade | Upgrade Claude Pro / Max plan |
/clear | Reset the current session |
/new | Start a new session |
/cost | Show estimated cost for the current session |
/compact | Compress the conversation to free context |
/model | Switch models inline |
/agents | List 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.
Skill commands
Section titled “Skill commands”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 APISkill commands are resolved from the active project’s .claude/skills/ directory plus the plugin’s own Skills/ folder.
Terminal toggle
Section titled “Terminal toggle”/terminal (or just pressing the SlashButton without typing) switches the panel into Terminal mode. /chat switches back.
@ — Asset and file mentions
Section titled “@ — Asset and file mentions”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.
What it indexes
Section titled “What it indexes”- 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.
Inserting
Section titled “Inserting”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.
Ranking
Section titled “Ranking”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.
Ignoring paths
Section titled “Ignoring paths”Source-file indexing honors a gitignore-style AutocompleteIgnore list. Configure it in Project Settings → Blueprint AI. Common patterns:
# Skip build outputsBinaries/Intermediate/Saved/DerivedDataCache/
# Skip giant directories that aren't useful for chatContent/ # use the asset registry, not raw .uassetContent/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
Working directory
Section titled “Working directory”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.
Combining / and @
Section titled “Combining / and @”You can mix both triggers in one prompt:
/unreal-bp create a sphere collider for @BP_PickupThe slash command runs first; the @ mention is preserved as both the literal text and an attachment chip.
Async behavior
Section titled “Async behavior”- 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