Settings
Blueprint AI exposes two settings sections — one per-developer, one per-project.
| Section | Stored in | Committed to source control? |
|---|---|---|
| Editor Preferences → Blueprint AI | EditorPerProjectUserSettings.ini | No — gitignored by convention |
| Project Settings → Blueprint AI | DefaultGame.ini | Yes — shared across the team |
The split is intentional: anything that describes this developer’s machine (CLI paths, account locker, agent ordering) lives in Editor Preferences; anything that describes the project itself (working directories, ignore patterns) lives in Project Settings.
Editor Preferences
Section titled “Editor Preferences”Editor → Editor Preferences → Blueprint AI
General
Section titled “General”Agents
Section titled “Agents”An ordered list of AI coding assistants to install the Blueprint AI skill for. Each entry causes setup.py to copy the bundled skill file to the assistant’s skills directory on the next editor launch.
| Value | Skill installs to | Bundled in-editor chat panel |
|---|---|---|
Claude | .claude/skills/unreal/ | ✅ |
Claude is the supported assistant — both for skill auto-install and for the bundled chat panel. Cursor, GitHub Copilot, Windsurf, and OpenAI Codex ship next. For now, drive those tools from their own UI or use the Command Line agent as the in-panel escape hatch. See AI Service Setup for the full walkthrough.
Claude
Section titled “Claude”Visible only when Claude is in the Agents list.
Claude CLI Path
Section titled “Claude CLI Path”Explicit path to the claude executable. Leave empty for auto-detection — the plugin checks PATH, then the standard install locations (%LOCALAPPDATA%\anthropic\ on Windows, ~/.local/bin/ and /usr/local/bin/ on POSIX, the official npm install location, etc.).
Set this when you have a non-standard install, or when you want to pin to a specific version while another lives on PATH.
Save Claude accounts after login
Section titled “Save Claude accounts after login”When on (default), successful Claude logins are copied into ~/.claude/BlueprintAI/<email>/ so you can switch between accounts without redoing OAuth. See Multi-Account Login for the full flow.
Turn off if you don’t want past logins persisted on disk — the panel still works, you just sign in fresh each time you switch accounts.
Telemetry
Section titled “Telemetry”Send anonymous error reports
Section titled “Send anonymous error reports”Off by default. When the user explicitly opts in (either by toggling this checkbox or by accepting the pre-checked default on the login screen), the plugin reports anonymous crashes and errors via Sentry.
What’s sent:
- Exception type, stack trace, plugin version, engine version, OS
- Opaque random install ID (so events can be grouped without identifying you)
- Editor selection (current sidebar / focus only — never asset content)
What’s not sent:
- Source code, file contents, chat messages, attachment contents
- File paths beyond the plugin directory
- Account identifiers, emails, API keys
Full disclosure on the Privacy & Telemetry page. Flip the checkbox to revoke consent — telemetry stops immediately and the install ID is rotated on next opt-in.
Project Settings
Section titled “Project Settings”Edit → Project Settings → Blueprint AI
These ship in DefaultGame.ini, so committing them with the project applies the same setup to every teammate.
Autocomplete
Section titled “Autocomplete”Autocomplete Working Directory
Section titled “Autocomplete Working Directory”Root directory the @ autocomplete walks. Relative to the project root. Leave empty to inherit Agent Working Directory — then the @ menu and the agent always agree on what “the project” is.
Setting this explicitly is useful when your project sits inside a larger repo (e.g., engine + game + tools all in one tree) and you want @ to stay focused on the game subdirectory.
Autocomplete Ignore
Section titled “Autocomplete Ignore”A gitignore-style pattern list pruning entries from @ autocomplete. Blank lines and # comments are skipped.
Pattern semantics:
- Lines without
/match the basename at any depth —.git/,*.uasset,node_modules/ - Lines with
/are anchored to the working directory —Source/Generated/,Content/Fab/** - Trailing
/limits a pattern to directories - Leading
!re-includes a previously ignored path — useful for “ignore all ofX/exceptX/important.md”
Reasonable defaults to start with:
# Build outputBinaries/Intermediate/Saved/DerivedDataCache/
# Asset files — use Asset Registry instead of raw .uasset*.uasset*.umap
# Engine source if you have the source buildEngine/Changes take effect on the next @ query — no editor restart.
Agent Working Directory
Section titled “Agent Working Directory”Working directory every panel-spawned process runs in:
- The Claude sidecar (the OAuth-backed agent that powers chat)
- The
claude remote-controlsession the panel attaches to - The interactive agent CLI in Terminal mode when using a non-Claude agent
- The platform shell launched by the Command Line agent
Relative to the project root. Empty = the project root itself.
Set this when:
- Your
.uprojectlives in a subdirectory (Game/MyGame.uprojectin a monorepo) and you want the agent’s view of “the project” to start at the subdirectory - You have a build / tools subdirectory you want the agent rooted in (e.g., to keep its
pwdnear build scripts)
The setting is always editable — it applies even when you haven’t configured an agent yet, since the Command Line terminal is reachable from the login screen before sign-in.