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v1.1.0

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UECopilot – AI Development Assistant Inside UE5 Editor
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#FAQ

#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.

Nodejs Launch

#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).

Continue

#3. Terminal Update

#⚠️Important Notice:

Due to the slow iteration caused by the UE5 Marketplace's file review mechanism for third-party applications, I have decided to use manual compressed package mode for UECopilot's local terminal updates.

  1. Download link: Google Drive Select the latest server compressed package

  2. Open the plugin Marketplace directory under your engine, extract the server folder from the compressed package and paste it to the following path to overwrite [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 random strings in the middle. Please compare carefully. If it is a project plugin directory, the starting position of the above plugin is [YourEngineProjectPath]\Plugins\UECopilot\Source\ThirdParty

Local Server

#4. 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

#5. 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

#6. 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

#7. 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