AI agent for Unreal Engine C++

AI agent that writes and fixes C++ plugins for Unreal Engine

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.

UECodeAgent
Make an NPC plugin: spawn + AI
↻ Iteration 1 — editing NPCSpawner.cpp
↻ Iteration 2 — fixing UBT error C2065
✓ 5.5 — Build succeeded (12.4s)
✓ 5.7 — Build succeeded (11.9s)
Done: 2 iterations · 2 UE versions · 24s
182downloads
1versions
5.1–5.8+UE
24/7support
Features

The full plugin cycle: from idea to built binaries

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.

Iterative fixes

The edit → build → fix loop runs automatically: the agent reads the compiler log, finds errors and fixes them until the build goes green.

Build matrix

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.

Incremental builds

Only changed files are recompiled: iterations take seconds, not minutes. Edit code — get results almost instantly.

Engine version guards

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.

Checkpoints & rollback

Every iteration is saved as a checkpoint. Something went wrong — roll back to a working state in one click, without fear of losing code.

Web search in chat

Up-to-date docs, forum threads and code samples — the agent searches the web on its own and answers with sources.

Project memory

The agent remembers your plugin structure, engine versions and preferences across sessions — no need to explain things twice.

How it works

From task to built plugin — the agent handles the busywork

1

Install & launch

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.

2

Describe the task

“Add an editor Subsystem with settings” or “fix the crash on load” — the agent plans the iterations and gets to work.

3

Watch the iterations

Code edits, builds, error analysis — all visible in the live feed. Every step can be rolled back with a checkpoint.

4

Run the version matrix

One button — and the plugin is built for all your UE 5.x versions. A failing old version is repaired via version guards.

5

Take the result

Ready binaries and sources land in your plugin folder. Hook it into your project and ship.

Pricing

Bring your own AI — or subscribe for UECodeAgentAi

Free

0.00 $/mo
  • ✓ Free forever. Bring your own AI (OpenRouter, OpenAI etc.). UECodeAgentAi not included.
Subscribe

PRO

19.99 $/mo
  • ✓ 12M UECodeAgentAi tokens every month. Priority support.
Subscribe
Frequently asked questions
Which Unreal Engine versions are supported?

All UE 5.x versions. Engines are detected automatically: Windows registry, LauncherInstalled.dat and disk scan. Source builds are supported too.

Does it need internet access?

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.

Which models are used?

Any OpenAI-compatible API and Google Gemini — paste your key in the app settings. The key is stored locally on your computer.

Is it safe for my code?

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.

What is included in the subscription?

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.

How is a license activated?

After payment a UECA-XXXX-XXXX-XXXX key appears in your account. Paste it into UECodeAgent settings — activation takes seconds.

What if a build fails?

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.

Can I use it on multiple computers?

Yes, up to 3 devices per license. Devices can be unlinked from your account at any time.

Download UECodeAgent

Portable build for Windows 10/11 — no installation needed

What's new: Version 1.0.1 with full functionality.

Download 1

Size: 81.6 MB