Changelog
Releases are listed newest first. Each entry covers what shipped in that version of the plugin, new domains, panel features, behavior changes, and breaking changes when they happen.
Unreleased
Section titled “Unreleased”A large wave of new asset domains and editor tooling on top of the v1.0 surface — each one with the same validated-JSON, auto-layout, and full-test treatment.
New asset & gameplay domains
Section titled “New asset & gameplay domains”- Gameplay Ability System (
gas): ability / effect / cue Blueprints, attribute sets, and the gameplay-tag registry. - Data Tables & Data Assets (
data): row CRUD, search / sort / batch, CSV + JSON import-export, composite tables with override / conflict inspection, and fully structured Data Asset values. - IK Rigs & Retargeting (
ik) and Pose Search / Motion Matching (pose_search): solvers, goals, retarget chains, schemas, databases, and interaction assets. - Chooser Tables (
chooser): data-driven selection tables and proxy-table indirection. - Textures (
texture): render targets, collections, sub-UV and media textures, plus property tuning on any texture. - Physics (
physics+physical_material): collision channels / profiles, physics settings, the physical-surface registry, and physical-material assets. - Landscape, Groom & Hair, Paper2D, Fonts, and Touch Interfaces.
Deeper graph & stack authoring
Section titled “Deeper graph & stack authoring”- Niagara emitter-stack modules and script graphs, PCG graphs, Cinematics / Sequencer (bindings, tracks, keyframes, camera cuts, sub-sequences), and Gameplay Cameras (variable collections, camera assets, rigs, shakes) — all with node search and auto-layout. Materials, Audio, and Meshes gained full graph / family coverage too.
World Partition & Levels
Section titled “World Partition & Levels”- Per-level World Settings + GameMode override, World Partition Data Layers, runtime-grid configuration and streaming toggles, and the editor Levels-window state (current level, visibility, lock, lighting scenario, move-actors-between-levels) — each returning actionable diagnostics when a World Partition map isn’t open.
Profiling & debugging tooling
Section titled “Profiling & debugging tooling”- Profiling (
profiling): Unreal Insights trace capture + headless TraceServices analysis (frame stats, percentiles, bottleneck timers, counters), the CSV profiler, and a one-shot live perf snapshot. - Debugging (
debug): console / cvar / log-verbosity control, the Visual Logger (record + headless analysis), and replay / gameplay-debugger / debug-draw / audio-debug / Chaos Visual Debugger tooling, each gated per tool.
v1.0: Initial release
Section titled “v1.0: Initial release”The first public version of Blueprint AI ships with the full surface described in the rest of these docs.
Editor operations
Section titled “Editor operations”- The initial asset-authoring surface, covered end-to-end: Blueprints, Animation Blueprints, Behavior Trees, State Trees, Enhanced Input, Control Rig, UMG Widget Blueprints, Common UI, Curves, Environment Queries, Static / Skeletal Meshes, Materials, Niagara, Sound, and MetaSound.
- Validated JSON operations: every change goes through the engine’s own schemas before any Python runs, so what lands in the Content Browser compiles cleanly.
- Auto-layout on every graph mutation: deterministic six-phase algorithm, reroute knots for long wires, pure-getter dedup. No spaghetti graphs after an AI edit.
- Declarative specs for higher-level assets (Behavior Trees, State Trees, Animation state machines), the AI describes the structure once and Blueprint AI decomposes it into the underlying ops.
AI assistant integration
Section titled “AI assistant integration”- Auto-installed skill files for five assistants on first editor launch: Claude, Cursor, GitHub Copilot, Windsurf, Codex.
- Bundled in-editor chat panel (Claude), dockable tab with chat, embedded terminal, attachments, slash commands,
@-mentions, and a live context-usage ring. - Bring-your-own path via the self-documenting CLI for any other assistant that can shell out.
Panel & sessions
Section titled “Panel & sessions”- Embedded terminal backed by xterm.js + ConPTY / POSIX PTY, ANSI colors, scrollback, native shell history, curses-app compatible.
- Session store as plain JSONL on disk with a file-watcher-backed Session Drawer, search across titles / content / tool names, and time-grouped history.
- Replay engine restores message bubbles, tool-use status, attachments, mode, and context-ring state when switching sessions.
- Five attachment types: files, images, viewport captures, editor selection, folder snapshots, with picker, drag-and-drop, paste, and live-selection toggle entry points.
- Multi-account login with a credentials locker at
~/.claude/BlueprintAI/<email>/for fast switching.
Headless & CI
Section titled “Headless & CI”- Editor-not-required operation: every op runs through a short-lived Unreal commandlet. Drive Blueprint AI from your IDE, terminal, or CI pipeline without an open editor.
cli.py validatefor engine-free type-checks on every push.
Configuration
Section titled “Configuration”- CSS-flavored theming via JSON stylesheet at
Resources/Theme/, hot-reloads on save, no editor restart. - 23-culture localization (English + 22 translations) covering the panel UI and Editor Preferences. Editor language is honored automatically.
- Settings split between developer-local Editor Preferences and team-shared Project Settings.
- Privacy-first telemetry, opt-in only, anonymous error reports via Sentry, no source code / chat / asset content ever leaves the machine.
- Project conventions layered on top of bundled defaults via
CLAUDE.md/AGENTS.mdat the project root.
Known limitations
Section titled “Known limitations”- The bundled chat panel is currently Claude-only. Cursor, Copilot, Windsurf, and Codex get the skill auto-installed for them but drive Blueprint AI from their own UI today; bringing them into the panel’s Agent dropdown directly is on the roadmap.
- A handful of operations need a live editor (some PIE-specific assets, certain Niagara workflows). The CLI detects these and prints a clear “this op needs an open editor” diagnostic instead of failing silently.