Roadmap

What is shipping next.

The current view of what is in progress, queued up, and recently shipped. Active subscribers vote on what gets prioritized in the Patron-only Discord forum and I move items between columns as state changes.

1 backlog2 under review5 planned6 in progress63 shipped

Backlog

1

Community ideas we have not triaged yet. Vote them up to push them onto the board.

👤 MetaHuman👍 1

MetaHuman setup helpers

Spawn, configure, and customize MetaHuman characters with reasonable defaults.

0/3

Under review

2

On our radar and being evaluated. We are deciding whether and when to build these.

🛠 Editor & Assets👍 1

Linux binaries

Cross compile from Windows and verify in WSL2. Will ship when there is clear demand from paying customers.

0/4
🛠 Editor & Assets👍 1

Mac binaries

Build and ship UE 5.7 and 5.8 plugin binaries for macOS. Gated on getting a Mac to build and test on.

Planned

5

Queued up for upcoming releases. Order shifts based on what subscribers vote up.

Architecture

Guidance that knows your project

The bundled AI guide fills itself in from the live editor, so it lists the node types and assets your project actually has, and says which commands are unavailable on your engine version instead of guessing.

Animation

IK Rig & animation retargeting

Build IK Rigs and retargeters, and move an animation library from one skeleton onto another.

💥 Physics & Chaos👍 1

Physics & Chaos authoring

Configure physics assets, constraints, and Chaos destruction and fracture setups, plus collision and physical materials.

0/4
Editor

Play in editor control & Blueprint debugger

Drive play in editor sessions and inspect a running Blueprint the way the debugger does, so an agent can test what it built.

Animation

Skeleton, skinning & physics assets

Edit skeletons and sockets, adjust skinning weights, and build physics assets and morph targets.

In progress

6

Being built right now. Will land in the next release or two.

🛠 Editor & Assets👍 1

Token-efficient agent payloads

Compact graph shorthand and bulk node discovery so the AI builds graphs in fewer, smaller calls.

1/3
⚙ GAS / Abilities👍 1

Gameplay Abilities System (GAS) coverage

Author abilities, attribute sets, gameplay effects, and gameplay tags from the bridge.

0/4
World

Landscape, foliage & splines

Sculpt and paint landscapes, scatter foliage, and author spline meshes from the editor bridge.

Rendering

Lighting & post process control

Author and tune lighting and post process settings, including the paired override flags that silently make a naive property write do nothing.

Architecture

Verification gates in every domain

Every authoring command gets a counterpart that checks the result and returns a plain verdict of pass, pass with warnings, or fail. Control Rig, Materials, Niagara, PCG, Behavior Trees, EQS, MetaSounds, Sound Cues, Mutable and animation assets have these today, plus project-wide asset, collision and replication checks. The goal is every domain.

🌍 World & Landscape👍 1

World Partition cell control

Load, unload, and inspect World Partition cells, and manage HLODs and runtime streaming sources.

0/4

Shipped

63

Already in the latest plugin build. Available to all active subscribers.

🌲 Procedural Vegetation👍 1

Procedural Vegetation

Grow a tree from commands and export it. Search and inspect the node palette by idea, preview a node, read the schema, and work with the sample set. Unreal Engine 5.8 only.

🧬 Mutable👍 1

Mutable & modular characters

Author the Customizable Object graph that describes every variation a character can have, compose outfits across multiple assets, compile it to runtime parameters, then create instances and set outfits, colours and skins. Reusable graph fragments live in macro libraries. Unreal Engine 5.8 and later.

🛠 Editor & Assets👍 1

Actor spawning & lifecycle

Spawn any actor subclass, engine, plugin, or Blueprint, find actors by name, label, class, or tag, and delete actors.

4/4
🛠 Editor & Assets👍 1

Actor transforms & reflected properties

Set transforms and read or write any reflected property at any nested path with full metadata.

3/3
Editor

Batch execution

Send a list of commands in one call. They collapse into one undo step and one round trip, a step can reuse an earlier step result, and a failure rolls the whole batch back by default.

🧱 Blueprints👍 1

Blueprint creation & components

Create Blueprints from any parent class, add components, read and set class default values, and compile.

4/4
🧱 Blueprints👍 1

Blueprint graph auto-layout

Automatically arrange blueprint graphs the way a human would, straight, pin-aligned exec spines, tidy data-node clusters, and reroute knots for long or crossing wires, measured from the real node sizes, and without...

🧱 Blueprints👍 1

Blueprint graph node editing

Add nodes and event nodes, wire nodes together, delete nodes, and perform semantic node editing.

4/4
🧱 Blueprints👍 1

Blueprint introspection

Read complete Blueprint content and analyze a graph for its nodes, connections, and execution flow.

3/3
🧱 Blueprints👍 1

Blueprint variables & functions

Create and configure variables including type and replication, and create functions with typed inputs and outputs.

4/4
🛠 Editor & Assets👍 1

Console commands & cvars

List, inspect, and execute any Unreal console command or cvar with existence checks and full metadata.

4/4
Control Rig

Control Rig authoring & validation

Rig a character end to end: build the control hierarchy from a Skeletal Mesh, fit control shapes to the body, author the solve graph, assemble modular rigs, place pole vectors, add jiggle and cloth physics, then prove the rig works with five validation gates and a headless simulation.

🛠 Editor & Assets👍 1

Data Asset editing

Create UDataAsset instances and read or write their properties including nested structs, arrays, and objects.

4/4
🛠 Editor & Assets👍 1

Data Table editing

Read, add, update, delete, duplicate, and rename data table rows, and inspect the row struct schema.

4/4
🌱 PCG👍 1

Deep PCG node property editing

Set node properties by nested path with array indexers, edit array elements, and replace instanced object properties.

3/3
🛠 Editor & Assets👍 1

Editor bridge, health & MCP telemetry

Health check the editor bridge, toggle MCP debug mode, and read token usage statistics.

3/3
🛠 Editor & Assets👍 1

Full asset management & registry search

Find, list, import, save, duplicate, rename, and delete assets, search the registry, and trace references.

5/5
🎆 Niagara / VFX👍 1

Full Niagara system & emitter authoring

Create, compile, and delete Niagara systems and add, remove, duplicate, and reorder emitters with full property control, all from your AI client.

5/5
🛠 Editor & Assets👍 1

In-plugin license activation

Validate the customer license key against Polar on editor startup, cached locally for offline use.

🎮 Enhanced Input👍 1

Input Actions

Create Input Action assets and configure their triggers and modifiers with full property control.

3/3
🎮 Enhanced Input👍 1

Input discovery

List all available trigger types, modifier types, and input keys across keyboard, mouse, and gamepad.

3/3
🎮 Enhanced Input👍 1

Input Mapping Contexts

Create mapping contexts, add key to action mappings, and attach per mapping triggers and modifiers.

3/3
🛠 Editor & Assets👍 1

Mass Entity config trait editing

Read, add, modify in place, and remove Mass Entity config traits without destroying the rest of the array.

4/4
🎨 Materials & Shade👍 1

Material Functions

Create Material Function assets, build their graphs, add typed inputs and outputs, validate, and clean up.

4/4
🎨 Materials & Shade👍 1

Material graph authoring

Create materials and build complete node graphs, add, connect, move, and duplicate expressions, auto layout, and add comments.

5/5
🎨 Materials & Shade👍 1

Material graph auto-layout

Bring the auto-layout engine to material and material function graphs.

🎨 Materials & Shade👍 1

Material instances

Create material instances and read or set their scalar, vector, and texture parameters.

3/3
🎨 Materials & Shade👍 1

Material introspection, validation & connection tracing

Read graph nodes, look up pins for any expression, trace connections, diagnose orphaned nodes, and read errors.

5/5
🎨 Materials & Shade👍 1

Material properties & compilation

Bulk set material properties such as blend mode and shading model, force a recompile and save, and surface errors.

3/3
🛠 Editor & Assets👍 1

Meshes, physics & materials on actors

Set static meshes, physics, and material colors on components, and apply materials to actors and Blueprints.

4/4
🎆 Niagara / VFX👍 1

Niagara event handlers & simulation stages

Add event handlers and simulation stages to emitters for advanced GPU driven and inter emitter effects.

2/2
🎆 Niagara / VFX👍 1

Niagara graph node editing

Add and delete nodes inside Niagara graphs, manage pins, and connect or disconnect any pin in a scratch pad graph.

4/4
🎆 Niagara / VFX👍 1

Niagara introspection & validation

Introspect every node, trace connections, classify orphaned nodes, and read live particle stats and compile errors.

5/5
🎆 Niagara / VFX👍 1

Niagara module stack editing

Add, remove, enable, and reorder modules in any emitter stack, and set module inputs, dynamic inputs, and curves.

6/6
🎆 Niagara / VFX👍 1

Niagara parameters & system properties

Manage user-exposed parameters, system level properties, and rapid iteration parameters such as spawn rate, color, and force.

3/3
🎆 Niagara / VFX👍 1

Niagara renderers

Add and remove renderers on an emitter, edit renderer properties, and bind renderer slots to particle attributes.

3/3
🎆 Niagara / VFX👍 1

Niagara scratch pad with full HLSL authoring

Create, apply, save, duplicate, and rename scratch pad modules, write raw HLSL, and manage Custom HLSL pins.

5/5
Editor

One step undo for every command

Every change the agent makes is a single named step in the editor undo history, so one Ctrl+Z takes it back. It can roll back its own work without touching yours, and the undo stack can be read back with the exact objects and properties each change touched.

🌱 PCG👍 1

Partitioned PCG / World Partition support

Detect partitioned components, list and inspect PCG partition actors, and aggregate output across all cells.

4/4
🌱 PCG👍 1

PCG compute sources & custom HLSL kernels

Create and edit PCG Compute Source assets, write HLSL kernels, and manage additional sources.

4/4
🌱 PCG👍 1

PCG graph authoring

Create PCG graphs, instances, and graphs from templates, add and delete nodes, connect pins, and lay out the graph.

5/5
🌱 PCG👍 1

PCG graph auto-layout

Bring the blueprint auto-layout engine to PCG graphs, clean columns, clustered inputs, and reroute knots for readable graphs.

🌱 PCG👍 1

PCG graph parameters & subgraphs

Add, rename, and set graph level parameters, retarget subgraph nodes, and override or reset subgraph parameters.

4/4
🌱 PCG👍 1

PCG per-node inspection & GPU diagnostics

Enable per node inspection, check execution and produced data, detect GPU readbacks, and inspect node output.

5/5
🌱 PCG👍 1

PCG runtime generation control

Generate, clean up, schedule, and refresh PCG components and runtime gen sources, and manage the landscape cache.

4/4
🌱 PCG👍 1

PCG validation & node discovery

Validate graphs, read findings, search PCG node types, and discover preconfigured variants and property paths.

4/4
🌱 PCG👍 1

Reflection-driven PCG node params

PCG node commands accept typed parameter structs resolved through engine reflection, so far fewer fields are hand-written and edits stay correct across UE 5.6, 5.7, and 5.8.

🎬 Sequencer / Cine👍 1

Sequencer track & key editing

Create cinematic sequences, manage tracks, set keys, and evaluate at a given time.

🎆 Niagara / VFX👍 1

Spawn & control Niagara effects in the level

Spawn effects into the level, attach Niagara components to actors, control playback, and list active effect actors.

4/4
🧠 StateTree👍 1

StateTree authoring

Create StateTree assets and add states, tasks, transitions, conditions, evaluators, global tasks, and parameters.

6/6
🧠 StateTree👍 1

StateTree introspection & compilation

Read the full state hierarchy and node details, search node types, list transition targets, and compile.

5/5
🧠 StateTree👍 1

StateTree property bindings & schema

Add and remove property bindings between nodes, change the StateTree schema, and set theme colors.

3/3
🎨 Materials & Shade👍 1

Substrate material support

Substrate aware graph editing, query Substrate output pins and connection state, and inspect Substrate node schemas.

4/4
UMG / UI👍 1

UMG MVVM intelligent bindings

Author Model-View-ViewModel bindings with automatic type conversions, execution modes, view-model settings, and field-notify wiring.

UMG / UI👍 1

UMG widget blueprint authoring

Read the widget tree and add, remove, move, rename, and duplicate widgets, and set widget and slot properties.

5/5
🛠 Editor & Assets👍 1

Unreal Insights trace capture & analysis

Record live Insights traces and analyze them, auto diagnose, find worst frames, and drill into timer hot paths.

5/5
🛠 Editor & Assets👍 1

Viewport & world utilities

Capture viewport or editor screenshots, read world info, and query the current viewport selection.

3/3
Editor

Wrong project protection

Target an editor by project name instead of a port number. If a command was meant for a different project the editor turns it away without running it, so a remembered port can never edit the wrong game when several projects are open.

Animation👍 1

Animation Blueprint (AnimGraph) authoring

Build Animation Blueprints, state machines, and blend spaces, author Control Rig graphs, and set up montages and notifies.

5/5
AI & Behavior Tree👍 1

Behavior Tree & Blackboard authoring

Author Behavior Trees, blackboards, services, and decorators, plus EQS queries, composite decorator logic, graph round trip and runtime inspection. NavMesh setup is not included yet.

5/6
Architecture

Round trip graph format

Read any graph as JSON, edit the text, and write it back to get an identical graph. One shape shared by Blueprints, Materials, Niagara, PCG, Control Rig and StateTree, plus diffing and patching so an agent can change one node without rebuilding the whole graph.

Audio

Sound Cue & audio mixing

Author Sound Cues with their wave files, random weighting, mixing and delays, set any value on any node, and create attenuation, concurrency, sound classes, submixes, buses and effect chains.

🔊 Audio / MetaSound👍 1

MetaSound graph authoring

Create and wire MetaSound sources and patches, search the node library by idea, set values on any pin, and build a whole graph in one call, laid out and checked.

4/4

Want to suggest a feature?

Patron-tier subscribers get access to the private Discord forum where every new idea becomes a thread. Vote with reactions, comment, and I pull the top-rated items into this roadmap.