Quick Start
1.Local Server File Download
⚠️ Important Note:
Due to the download restrictions imposed by the UE5 Marketplace on third-party applications, the local server for UECopilot requires an additional repair file to be downloaded and overwritten before it can run.
Download link: Google Drive
Open the Marketplace directory of the plugin under your engine directory, extract the compressed server folder, and paste it to the following path, overwriting the existing files:
[YourEngineInstallPath]\UE_5.7\Engine\Plugins\Marketplace\UECopilo_xxxxxxx_V1\Source\ThirdParty
Sometimes, the plugin directory downloaded from the Marketplace may look like
UECopiloa5c1efbc4ab4V1, with a random string in the middle. Please compare carefully.
If it's a project plugin directory, the starting path for the plugin above would be[YourEngineProjectPath]\Plugins\UECopilot\Source\ThirdParty![[Pasted image 20260528212227.png]]
2. Nodejs Environment Setup
Plugin Automatic Environment Setup
After downloading the plugin for the first time, run your project and check whether the Node.js environment is installed, since the frontend service of this plugin depends on third-party programs based on Node.js. ![[Pasted image 20260429103041.png]]
Node.js is a JavaScript runtime environment based on the Chrome V8 engine. Simply put, it allows JavaScript to run outside the browser, directly on your computer or server.
You will see a download prompt as shown below. ![[Pasted image 20260429103332.png|300]]
Next, the environment will be extracted. ![[Pasted image 20260429103343.png|300]]
Finally, you will see a notification indicating that the environment installation is complete. ![[Pasted image 20260429103428.png|300]]
Manual Environment Setup
If the automatic download takes too long, you can also try to set up the environment manually:
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- Go to the Node.js official website: https://nodejs.org/en/download
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- Download the standalone installation package for version v22: node-v22.22.2-win-x64.zip ![[Pasted image 20260501095407.png]]
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- Navigate to the following directory under your engine installation path:
[YourEngineInstallPath]\UE_5.7\Engine\Plugins\UECopilot\Source\ThirdParty. Extractnode-v22.22.2-win-x64.zipand rename the extracted folder tonode(as shown in the image below). ![[Pasted image 20260501100241.png]]
- Navigate to the following directory under your engine installation path:
Go to the UE5 top menu bar → UECopilot → Open UECopilot to launch it. ![[Pasted image 20260429103719.png]]
You can also find a quick launch button in the toolbar. ![[Pasted image 20260429103943.png]]
3. LLM API Key Configuration
Click the Settings button. ![[Pasted image 20260429104227.png|500]]
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- Choose a model service provider
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- Enter API Key
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- Set the default dialog model (please select the correct dialog model) ![[Pasted image 20260518083802.png|500]]
Note: that if a model with an unauthorized API Key is selected for the conversation, an API authorization error will be prompted.
This plugin provides fully local services and does not offer model services. It also ensures no personal API keys are leaked. Users are required to pay for accessing model services and obtain API keys from various vendors.
Please refer to the process descriptions on the official websites of these vendors for guidance.
4. Local Model Configuration
If you have a local LLM service, you can also integrate it. Below is an example using Ollama. First, make sure your Ollama service is running locally, then check the available models:
![[Pasted image 20260429105340.png]]
Steps:
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Select OpenAI as the provider
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Set Endpoint to:
http://localhost:11434 -
OpenAI API Key: Enter any non-empty value
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Custom Models: Enter model names from the
ollama listoutput, separated by commas ![[Pasted image 20260429105600.png]] -
After that, you can select your local model during chat. ![[Pasted image 20260429105920.png]]
5. UECopilot Capability Overview
UECopilot leverages large model analysis capabilities + Blueprint MCP tools to analyze and generate project resources ![[Pasted image 20260429125156.png|500]]
You can view the currently available MCP tools to understand the plugin’s capability boundaries.
The plugin is still under active development. More tools and features will be added in the future. ![[Pasted image 20260429125259.png|500]] For detailed information, please refer to the UECompilot Documentation.
6. Chat Feature Overview
All operations are performed through a chat-based interface.
Toolbar functions (from left to right):
- Prompts: Includes preset prompt templates for quick input and tool invocation. You can also add custom prompts in Settings.
- Clear Context: Inserts a context reset marker to prevent long conversations from exceeding context limits.
- Chat Models: Switch between different LLM providers.
- Shortcut Keys: Displays keyboard shortcut examples.
- Theme Switcher: Toggle UI themes.
- Settings: Configure chat parameters
![[Pasted image 20260429125736.png]]
FAQ and Troubleshooting
1. Startup Issues
Service startup failed, unable to open plugin page Close the plugin UI, then go to the UE5 menu bar: UECopilot -> RestartServer to restart the server. Then try opening the plugin page again. If it still doesn't respond, try restarting the UE5 editor. ![[Pasted image 20260429103719.png]]
2. Chat Interruption or Stalling
During a conversation, if the dialogue is abnormally interrupted or stalls, you can type "continue" in the input box to resume the current conversation (each session has historical memory; please create a new conversation task for new tasks). ![[Pasted image 20260508114158.png|300]]
3. Operation Issues
Q: Changes to Blueprint did not take effect
- Check whether the
savedfield in the returned JSON istrue - Manually save the asset in the editor (Ctrl+S)
- Reopen the Blueprint graph to view changes
Q: Blueprint compilation error
4. Use the validate_blueprint tool to view specific error details
5. If a snapshot is available, use restore_graph to restore
6. Or use Ctrl+Z in the editor to undo
Q: AI cannot find the specified Blueprint
7. Ensure the Blueprint name is correct (case-sensitive)
8. Use the list_blueprints tool to view all available Blueprints
9. Level Blueprint needs to be referenced by map name
4. Known Limitations
5. Unsupported Scenarios
- C++ Code Operations: Can only operate on Blueprints and assets; cannot create or modify C++ code files
- Runtime Debugging: Does not support debugging features such as breakpoints or step execution
- Multi-User Collaboration: No concurrency control mechanism; not suitable for multiple users operating the same Blueprint simultaneously
- Content Migration: Cross-project content migration is not supported
- Source Control Integration: Does not directly interact with Perforce/Git/SVN
- Packaging and Building: Does not support packaging, baking, or other build processes
- Level Editing: Does not directly support Actor placement and editing in levels (planned)
- Data Table Operations: Editing of DataTable/CurveTable is not currently supported
- Niagara System: Operations on Niagara particle systems are not supported
- UI/UW Editing: Editing of Widget Blueprints is not supported
6. Security Boundaries
Capability Overview
Overview Data
Type Support Coverage
Conclusion
UECopilot's goal is to make AI a trusted co-pilot for UE5 developers — not to replace your judgment, but to help you complete repetitive tasks faster, reduce human error, and maintain accuracy and traceability in large-scale projects.
Recommendations for Users:
- Start small: Try it on simple Blueprints first
- Use snapshots: Take a snapshot before any major operation
- Gradual usage: Progress from reading → simple modifications → complex creation
- Provide feedback: When encountering issues, please provide detailed logs to help the plugin improve continuously
UECopilot - Empowering Unreal Engine development with AI wings