Onboarding / handoff
get up to speed on an inherited project in days, not weeks.


Code Maestro maps your whole project – code, Blueprints, materials, scenes – and explains how Blueprint and C++ actually connect. So you grasp an unfamiliar system in minutes, not weeks.
A helper for understanding and routine work – not a tool that builds a game from one prompt. Here's some of what that looks like.
Inherited a project, onboarding a new hire, or jumping into a part you've never touched? Code Maestro maps the whole thing — code, Blueprints, materials, scenes — and answers questions about any of it. Your seniors stop being walking documentation, and new devs go from two weeks of reading to their first commit on day three.
Open a tangled material graph or a 50-node Blueprint written by someone who left a year ago, hit Explain, and Code Maestro walks you through it side by side — the graph on one side, a human explanation on the other, line synced to node. No one stays held hostage by legacy nobody understands — and it works on any UE graph, not just Blueprints.
Type what you want — "replace the material on the ruins" — and Code Maestro applies it across the scene. In the demo, a stone ruin turns translucent and the whole city shows through. Routine in-scene work, driven by a prompt. It won't write gameplay code into your Blueprints — so it can't break them.
A project handed down to a new team. A system the one person who understood it already left. A designer who wants to try a gameplay tweak without booking your most expensive engineer. That's where understanding the project fast pays off.
get up to speed on an inherited project in days, not weeks.
figure out how one asset, Blueprint, or feature actually works.
trace why something breaks and handle small repetitive tasks.
change a parameter or try a different gameplay feel without deep knowledge of that part.
"Said 'make the ruins look ghostly' and it found every matching actor, built the materials, and applied them across the scene. A reskin that used to take a day was minutes."
KenjiTechnical Artist"I'm not a coder, but I work in Blueprints every day. Now I can understand one I didn't write and tweak a mechanic myself — without waiting in line for a programmer."
Sofia L.Game Designer"Inherited a 50-node Blueprint from someone who left a year ago. Hit Explain and got it in plain language — what each part does, where it connects. Saved me a day of reverse-engineering."
HiroGameplay Programmer"Like having a developer who knows every part of the project, available any time. I spend less time reading legacy code and more on architecture."
VladislavSenior UE Developer"The thing that sold me: it actually reads our Blueprints, not just the C++. Most AI tools are blind to the half of the project that lives in .uasset files. This one isn't."
Marcus T.Team Lead · UE5"My seniors used to be walking documentation — every new hire meant two weeks of someone explaining the project. Now people ask the assistant how a system works and get a grounded answer. That senior time came back to us."
Daniel R.CTO · mid-core studio| Tool | What it sees in your UE project | The gap |
|---|---|---|
| Copilot / Cursor | C++ & text code | Misses Blueprint structure and everything inherited from it. They also write code into BPs — which can break them. |
| ChatGPT / Claude / Gemini | Only pasted text | Misses your real project structure and how Blueprint connects to the rest. A pasted .uasset is just unreadable to it. |
| Code Maestro | The whole project: code + Blueprints + materials + scenes — and how they connect | Reads Blueprint as a structural graph and traces the Blueprint ↔ C++ connections — and doesn't write code into your Blueprints, by design. |
An assistant for Unreal Engine developers and studios. It maps your whole UE project — code, Blueprints, materials, scenes — and explains how it all connects, so you can understand an unfamiliar system, read a complex Blueprint, debug, and make simple changes. It's a helper for understanding and routine work, not a tool that builds a game from one prompt.
Those tools mostly read text-based code. In Unreal, the logic lives in Blueprint — a graph stored in .uasset files, not plain text — wired to C++ underneath. Code Maestro reads Blueprint structurally and explains how Blueprint connects to C++, which is exactly the part that's slow to figure out by hand.
No. That's a deliberate design decision — we don't write code into your Blueprint projects, so we can't break them. This is a key difference from Copilot and Cursor.
No — and we're deliberate about that. Code Maestro is an assistant for understanding the project, explaining Blueprints, debugging, and simple changes (like creating or replacing a material in a scene). Game design and gameplay implementation stay with your team. It won't generate a game from one prompt, and it won't write gameplay code into your Blueprints.
A team of gaming and AI veterans — founders of iLogos Game Studios (25+ years, 460+ shipped projects, 1.5B installs), renowned AI researchers (creators of DeepPavlov, AIRI), and executives from Unity, Meta, and Google.
Book a 30-minute demo. We'll show the indexing, Blueprint breakdown, and asset generation live – then set you up with free credits so your team can test it on your real codebase. No contract.