Plugin code generation
Describe the task in plain words — the agent creates modules, classes, Blueprint libraries and the .uplugin structure following UE5 templates. A working skeleton from the first pass.
Describe the task — the agent edits code, builds the plugin across all your engine versions and fixes compile errors. Iterations take seconds thanks to incremental builds.
Describe the task in plain words — the agent creates modules, classes, Blueprint libraries and the .uplugin structure following UE5 templates. A working skeleton from the first pass.
The edit → build → fix loop runs automatically: the agent reads the compiler log, finds errors and fixes them until the build goes green.
The plugin is built against all installed UE 5.x versions at once. Per-version report in one click — a failing version is fixed in isolation.
Only changed files are recompiled: iterations take seconds, not minutes. Edit code — get results almost instantly.
New APIs are wrapped in #if guards so one codebase builds on UE 5.1 and 5.7 alike. The “fix guards” button repairs older versions automatically.
Every iteration is saved as a checkpoint. Something went wrong — roll back to a working state in one click, without fear of losing code.
Up-to-date docs, forum threads and code samples — the agent searches the web on its own and answers with sources.
The agent remembers your plugin structure, engine versions and preferences across sessions — no need to explain things twice.
Download the portable Windows build and point it at your plugin folder. Installed UE engines are detected automatically — via the registry, LauncherInstalled.dat and disk scan.
“Add an editor Subsystem with settings” or “fix the crash on load” — the agent plans the iterations and gets to work.
Code edits, builds, error analysis — all visible in the live feed. Every step can be rolled back with a checkpoint.
One button — and the plugin is built for all your UE 5.x versions. A failing old version is repaired via version guards.
Ready binaries and sources land in your plugin folder. Hook it into your project and ship.
All UE 5.x versions. Engines are detected automatically: Windows registry, LauncherInstalled.dat and disk scan. Source builds are supported too.
Yes, for the language model. Plugin builds run fully locally — your code never leaves your machine. Web search is a separate toggle and only runs when needed.
Any OpenAI-compatible API and Google Gemini — paste your key in the app settings. The key is stored locally on your computer.
All edits happen in a sandboxed copy with checkpoints. Sources are never modified without your knowledge, every iteration is revertible, and builds run in isolation.
Full access to all features, all updates during the subscription period, up to 3 devices per license. The 7-day trial includes everything — no card required.
After payment a UECA-XXXX-XXXX-XXXX key appears in your account. Paste it into UECodeAgent settings — activation takes seconds.
The agent analyzes the compiler log and fixes errors automatically — usually within 1–2 iterations. If an error is unfixable, you get a clear explanation and a checkpoint with the last working code.
Yes, up to 3 devices per license. Devices can be unlinked from your account at any time.
Portable build for Windows 10/11 — no installation needed
What's new: Version 1.0.1 with full functionality.
Size: 81.6 MB