Everything Code Maestro Can Do

Inside Unreal Engine

It reads C++ and Blueprints, drives the editor in real time, generates and fixes code, and understands your whole project through a knowledge graph.

An AI assistant for Unreal Engine — it reads, analyzes, generates and edits C++ code and Blueprints, drives the editor in real time, and understands the whole project through a knowledge graph.

Capabilities

Code Maestro + Unreal Engine

Four layers of depth — from driving the editor directly to automated code generation and fixing.

Layer 1

Live editor

WebSocket connection + ECA Bridge (229 tools): actors, materials, Niagara VFX, MetaSound, UMG Widgets, PIE, screenshots.

Layer 2

Code understanding

Dual-parser (tree-sitter + libclang), SQLite knowledge graph. Delegates, replication, modules, GAS — semantic analysis of UE specifics.

Layer 3

Writing code

C++ generation with UCLASS/UPROPERTY/UFUNCTION, Blueprint→C++ conversion via a Lisp DSL, Live Coding, build error analysis.

Layer 4

Deep analysis

Blast radius, dead code, modular architecture, deploy graph, replication topology. Graph queries — 99% fewer tokens.

Already live

CM UE Bridge + ECA Bridge (229 tools) + Knowledge Graph + C++ Code Gen + BP-to-C++ Read. Plus 2D Studio for UI textures and VFX sprites.

Core capabilities

Scene & Assets

Real-time editor control

Over 200 ECA Bridge tools + custom UE Bridge commands + 2D Studio for content generation. Anything you can do in the editor, you can do through AI.

› Create a 10×10×4 room with lighting and a concrete texture

spawn Floor (10×10) → spawn 4 Walls → spawn PointLight ×3 (warm/cold/fill) → import texture → create material → apply to meshes → adjust transforms. The whole chain — one command.

› Generate a UI icon texture for a fireball ability via 2D Studio

2D Studio: prompt 'fireball ability icon, fantasy RPG style, 256×256' → get PNG → import → create material → assign to Widget. UI content in seconds, no designer.

› Generate a VFX sprite sheet for an explosion — 8×8 frames, sprite art

2D Studio: prompt 'explosion sprite sheet, pixel art, 8×8 frames' → get sheet → import → create Flipbook → add to Niagara emitter. All VFX content — AI-generated.

› Add a Niagara fire effect to the weapon at the MuzzleFlash socket

2D Studio: generate flame sprites → create Niagara system → create emitter → add modules (color, lifetime, rate) → add renderer → add NiagaraComponent → attach socket. Done.

Actors

Materials

Niagara VFX

2D Studio

UMG Widgets

Blueprints + Code Gen

Graph analysis, C++ generation, BP→C++ conversion

We read BP graphs via a Lisp DSL, analyze errors, generate equivalent C++ with all UE decorators, and compile through Live Coding.

› Extract this Blueprint's logic into a C++ class with all decorators

read BP via blueprint_to_lisp (DSL) → analyze graph, nodes, variables, events → generate .h with UCLASS(), UPROPERTY(BlueprintReadWrite), UFUNCTION(BlueprintCallable) → generate .cpp → write files → run Live Coding. BP→C++ in minutes.

› Find and fix the compile error in this Blueprint

compile_blueprint → get the exact error (broken pin, missing cast, type mismatch) → blueprint_to_lisp → visualize the graph with the problem node → propose and apply the fix → recompile → success.

› Why doesn't Event OnTakeDamage fire on the player?

get_blueprint_boundary — which C++ functions are visible in BP? → delegate flow — who's subscribed? → find: AddDynamic missing in C++ → generate and add the correct binding → compile.

› Show the full C++↔BP interface for this class

BlueprintCallable: 12 functions (Attack, Heal, Reload…) → BlueprintPure: 4 (GetHealth, IsAlive…) → BlueprintReadWrite: 8 properties → BlueprintImplementableEvent: 3 (OnDied, OnPickup…).

BP Graph → Lisp DSL

BP→C++

Code Gen

C++↔Blueprint

Live Coding

Knowledge Graph

One base for code, assets and project relationships

A SQLite graph with C++ AST, UE specifics, deploys, modules and cross-file links. Queries in milliseconds instead of tons of tokens.

› Which classes depend on AHealthComponent?

BFS over the graph → 12 direct deps, 38 transitive. By module: GameCore (5), Combat (3), UI (2), Audio (1). Risk: 1 CRITICAL, 3 HIGH.

› Show the full network topology of AWeapon

DOREPLIFETIME: Ammo, CurrentFireRate, IsEquipped, Owner → RepNotify: OnRep_Ammo() → Server RPC: Server_Fire, Server_Reload → Client RPC, Multicast RPC mapped. 200ms.

› Find dead code — functions with no callers

14 zero-caller functions: 3 virtual (possibly dead) + 2 UFUNCTION never called + 9 private helpers. UE callbacks filtered out. Removal recommendations.

› How would changing AWeaponBase.h affect the project?

3 direct subclasses → 8 direct caller files → 42 transitive → 4 modules. 1 CRITICAL, 3 HIGH, 7 MEDIUM, 31 LOW. Map in 300ms.

› Show the module structure and cross-module calls

7 module .Build.cs + 12 plugins. Dependencies: Core→(4), Gameplay→(3), UI→(2). Cross-module calls: 43 edges, hotspot: Combat→GameCore.

› How many types are in the project, and what kinds?

127 Class, 34 Struct, 19 Enum, 47 Delegate, 2,341 C++ files. Incremental update: 47 files → ~3.2 sec.

SQLite Graph

Dual-parser

Blast Radius

Dead Code

Architecture

99% Token Econ

Specialized analysis & authoring

Multiplayer

Network architecture & bug fixing

A full picture of replication, RPC topology and network relationships. Audit potential issues before they become bugs.

› Why isn't health replicating to the client? Health is always 100%

replication topology audit → DOREPLIFETIME: Health missing from GetLifetimeReplicatedProps! → property declared but not added to the list → generate fix: DOREPLIFETIME_CONDITION(ACharacter, Health, COND_OwnerOnly) → write → compile. Bug fixed.

› Show all RPCs in the project, split by server/client/multicast

24 Server RPC (13 Reliable, 11 Unreliable) → 12 Client RPC → 8 Multicast RPC. Distribution: Combat (14), Player (8), Vehicle (5), Pickup (3).

› Do all replicated properties have RepNotify? Find problems

18 props with RepNotify (OK) → 4 without: Health (CRITICAL — desync), Stamina (HIGH), Ammo (MEDIUM), Score (LOW). Suggestion: add OnRep_Health.

Replication

RPC Analysis

DOREPLIFETIME

RepNotify

Bug Fixing

GAS

Gameplay Ability System

Ability profiles, GameplayTags, effects and costs — mapped out and explained.

› Analyze DoubleJump: lifecycle, cost, cooldown

class UGameplayAbility_Jump → ActivateAbility, CanActivate, EndAbility → Tags: [Player.Movement.Jump] → Cost: 0 Stamina → Cooldown: 0.5s → GE_SlowFall (2s).

› Show all GameplayTags, the hierarchy and usage

47 tags: Player.State.* (12), Combat.Damage.* (8), Ability.* (14), UI.* (5), Status.* (8). Each: declaration site + references.

› Which GameplayEffects does this ability apply?

3 effects: GE_DamageBuff (Instant, +20%, 5s), GE_StaminaCost (Instant, −10), GE_SpeedBoost (Duration, +15% MS, 5s). Costs: 10 Mana, 15 Stamina.

GAS

GameplayTags

Abilities

Effects

Create & Fix

Building features & fixing bugs

Code generation with UE patterns. Diagnosis through the knowledge graph.

› Create an AWeapon class with replication and a Server attack

generate .h: UCLASS(), AWeapon : AActor → UPROPERTY(Replicated) Ammo → UFUNCTION(Server) Server_Fire() → .cpp: GetLifetimeReplicatedProps, Server_Fire_Impl → compile.

› Fix the error: 'Health' not declared in the constructor

build log → UPROPERTY exists but isn't initialized → add Health = 100.f → compile OK.

› Add a UFUNCTION Server_Heal with an Authority check

find AHealthComponent → generate UFUNCTION(Server, WithValidation) → HasAuthority() check → Cooldown → compile.

Code Gen

Bug Fixing

UE Patterns

Live Coding

Roadmap

What's next

A staged path — from deep reading to full pipeline automation

Incremental expansion: from driving the editor and understanding code today, toward automating the entire production pipeline.

Stages 0–2

✅ Shipped

Plugin + editor + ECA Bridge

C++ parser (dual-parser)

Knowledge Graph (SQLite)

UE-domain tools (profiles, topologies)

BP→DSL read + code generation

2D Studio integration

Stages 3–4

🔄 In progress

Live Coding integration

Full BP↔C++ pipeline

Perforce / Git VCS

Blueprint merge (code review)

Material authoring via CM

Build error → auto-fix loop

Stage 5

🔜 Next up

Native Jira / task-manager support

3D Asset Studio — content generation

Animation in Asset Studio

Niagara / PCG / Sequencer via CM

GAS master (visual)

Stage 6

📋 Future

Long-running agents with cron / scheduling

Unreal Engine 5.8 support

Full 3D → 2D Asset Studio convergence

Enterprise: multi-user, admin panel

Automated QA / code review

24/7 autonomous work

Current focus: Stages 3–4

Next: 3D Asset Studio + Task Managers

Integration layers

CM UE Bridge

Custom WebSocket plugin

ECA Bridge

229 Epic tools

Knowledge Graph

SQLite + tree-sitter + libclang

C++ Code Gen

BP→C++ generation

2D Studio

UI textures, VFX sprites

Code Maestro × Unreal Engine — v0.2 pre-alpha. Stages 0–2 shipped. Stages 3–6: roadmap above.