Blog
Notes on driving the Unreal Editor with AI: what works, what does not yet, and the engine details that decide which is which.
How to make a material in Unreal Engine 5 by describing it, and debug it by screenshot
Build a material from a description, rebuild it with stock nodes instead of Custom HLSL, then fix a bug that compiles clean but looks wrong. The report was a screenshot and a sentence. What came back was a root cause.
Unreal Engine UI material: building a full menu with zero image files
A tactical shooter main menu where every visible element is a material. Common UI button and text styles, hover state instances, a fractal fluid background written in one Custom HLSL node, and two rounds of plain-language feedback.
Unreal Engine level prototyping: a wall-run course from one prompt and a reference image
A 500m wall-running blockout built from a brief and a reference image. Eleven materials authored, 230 actors sorted into named folders, and the agent screenshotting its own level from two angles to check the layout before calling it done.
Unreal Engine PCG forest: building one from a prompt, and fixing it in a sentence
A PCG forest built from one prompt and a marketplace asset path. The first pass was too rocky, and correcting it took plain language rather than a rebuild: fewer rocks, ground cover allowed around them, regenerated in two minutes.
Unreal Engine water material: a stylized ocean built without touching a node
Gerstner waves across several octaves in one Custom HLSL node, normals derived analytically rather than sampled, foam split into its own function. What got built, what failed and self-corrected, and why the exposed parameters matter more than the material.
Unreal Engine AI agent: what it actually does, and where it saves time
Most of the time you lose in the editor is not spent solving anything. What an AI agent covers, the read-back loop that separates working from guessing, and the work where it genuinely does not help.
Unreal Engine MCP server: which versions have one, and how to connect Claude
Epic ships a first-party MCP server, but only on 5.8, and it is experimental and off by default. How to check your own install, what an MCP server actually does in an editor, and how to connect Claude or Cursor on any version.
Control Rig vs Modular Rig in Unreal Engine 5: which one to use
On 5.6 and 5.7 the modular rig library has no physics modules at all, which decides most of this argument on its own. Plus the outdated module folder, the socket that reads backwards, and an engine bug that silently destroys your tuning.
Unreal Engine Niagara tutorial: emitters, module stages, and why particles do not move
The four layers of a Niagara system, why the module stage is the bug that makes an effect look dead, and a full solar system built to prove it: sun, planets, orbits, asteroid belt, every parameter exposed.
How to create a Control Rig in Unreal Engine 5 (and automate the fiddly parts)
What a Control Rig actually needs: the control hierarchy, gizmo sizes, two bone IK and a pole vector that points the right way. Then how I automate the repetitive half, and the two things that went wrong doing it.
Unreal plugin failed to load, GetLastError 126: what it actually means
Error 126 names the wrong file. It is almost never the plugin in the message, it is a dependency that plugin needs. Here is why it happens to Unreal plugins specifically, and how to fix it.
Using an AI assistant inside Unreal Engine 5: one real run, every command
A real run: what I asked for, every command the assistant actually ran, the bit it got wrong, and how it fixed itself. Plus what it is genuinely good at, and what it is not.
Stop bouncing between AI and Unreal.
Drop the plugin into your project, point your MCP client at it, and let your AI actually build inside the editor.