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
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
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
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
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
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
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
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
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.