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  • FAQ

    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.

    Nodejs Launch

    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).

    Plugin Update

    1. Remove the old version of the plugin in the UE Launcher
    Remove
    1. Click the "Reset Configuration" button in the plugin chat settings (if you encounter chat history and configuration errors after a major plugin version update, please refer to the following steps to fix)
    Chat Settings

    Operation Issues

    Q: Changes to Blueprint did not take effect

    1. Check whether the saved field in the returned JSON is true
    2. Manually save the asset in the editor (Ctrl+S)
    3. 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

    Known Limitations

    CategoryDescriptionImpact
    Multi-UserThe service is designed for single-user; simultaneous multi-user operations are not supported⚠️ Medium
    Version CompatibilityBased on UE5.4+ API, not tested on UE4⚠️ High
    PlatformSEH protection is Windows-only; material system SEH has a dedicated implementation⚠️ Medium
    Hot ReloadPlugin module needs to reconnect after hot reload⚠️ Low
    Large ProjectsUltra-large projects with tens of thousands of Blueprints may take a few seconds for the initial scan⚠️ Medium
    Compilation SafetyBlueprint compilation triggers the full compilation chain; complex Blueprints may be time-consuming⚠️ Medium
    AI UnderstandingAI models have limitations in understanding UE graph structures and pin types⚠️ Caution

    Unsupported Scenarios

    1. C++ Code Operations: Can only operate on Blueprints and assets; cannot create or modify C++ code files
    2. Runtime Debugging: Does not support debugging features such as breakpoints or step execution
    3. Multi-User Collaboration: No concurrency control mechanism; not suitable for multiple users operating the same Blueprint simultaneously
    4. Content Migration: Cross-project content migration is not supported
    5. Source Control Integration: Does not directly interact with Perforce/Git/SVN
    6. Packaging and Building: Does not support packaging, baking, or other build processes
    7. Level Editing: Does not directly support Actor placement and editing in levels (planned)
    8. Data Table Operations: Editing of DataTable/CurveTable is not currently supported
    9. Niagara System: Operations on Niagara particle systems are not supported
    10. UI/UW Editing: Editing of Widget Blueprints is not supported

    Security Boundaries

    
    ✅ Allowed:
       · Read/Create/Modify Blueprint assets
       · Read/Create/Modify Material assets
       · Read/Create/Modify Anim Blueprint assets
       · Create structs and enums
       · Perform safe snapshots and restoration
       · Use Ctrl+Z to undo in the editor
      
    ❌ Not Allowed:
       · Batch modifications without version control
       · Relying on AI to fully understand the semantics of complex graph structures
       · Skipping tests and using directly on critical nodes
    
    ⚠️ Proceed with Caution:
       · Modifying the parent class of an existing Blueprint (may cause numerous broken connections)
       · Batch renaming/deleting assets
       · Changing variable types (may disconnect existing connections)
       · Large-scale modifications in Anim Blueprint state machines
    

    Capability Overview

    Overview Data

    Stat ItemValue
    MCP Tools Total80+
    Capability Domains9 Major Categories
    Supported Asset TypesBlueprint, Material, MaterialInstance, MaterialFunction, AnimBlueprint, UserDefinedStruct, UserDefinedEnum, BlendSpace

    Type Support Coverage

    Blueprint Pin TypeSupport Status
    boolean, byte, int, int64, float, double, name, string, text✅ Full
    object, softobject, class, softclass, interface✅ Full
    struct (Vector, Transform, Rotator, Color, etc.)✅ Full
    enum✅ Full
    array, set, map✅ Basic Support
    delegate, mcdelegate✅ Basic Support

    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