Attachments
Blueprint AI supports five attachment types. Attached items appear as chips in the AttachmentBar above the input field; on send, they’re inlined into the message and stay visible in the chat history.
| Type | What it is | Common use |
|---|---|---|
| File | Any text file from disk (source, JSON, .ini, .csv, …) | ”Refactor this Build.cs”, “Apply this spec” |
| Image | PNG, JPG, BMP, WebP — inline preview | Screenshots, mockups, reference art |
| Viewport | A live PNG capture of the active editor viewport at the moment of attach | ”Make the lighting match what’s on screen” |
| Selection | The current Content Browser / Outliner selection serialized as context | ”What’s wrong with the selected actor?” |
| Folder | Recursive snapshot of a folder’s contents (filtered by AutocompleteIgnore) | “Document every Material under this folder” |
How to attach
Section titled “How to attach”There are four equivalent ways to add an attachment.
1. AttachmentPicker [+]
Section titled “1. AttachmentPicker [+]”Click the [+] button in the ActionRow. A popup opens with two top-level entries:
+----------------------+| Upload file... | → opens the OS file picker| Current viewport | → captures and adds a viewport chip+----------------------+The OS picker accepts any file. Text files are added as File attachments (their content is read into memory at send time); recognised image MIME types are added as Image attachments with inline previews.
2. Drag and drop
Section titled “2. Drag and drop”Drop one or more files from your OS file manager or the Unreal Content Browser onto the panel. The cursor shows a ”+” badge while you’re over a valid drop target.
- Files from the OS go through the same type-detection as the picker
- Assets from the Content Browser become
Selectionattachments (referenced by object path, not by content) so the AI sees the asset as something it can describe and modify, not a binary blob
You can drop directly on the InputBar or on the MessageList — both targets work.
3. Paste
Section titled “3. Paste”Pasting into the input field handles:
- Image (from a screenshot tool, clipboard) — added as an image attachment with inline preview
- File path (from a file manager) — added as a file attachment
- Plain text — kept as text in the input field (default behavior)
4. SelectionToggle (eye icon)
Section titled “4. SelectionToggle (eye icon)”The eye icon in the ActionRow toggles a live attachment of the current editor selection:
- When on, every send includes whatever is currently selected (Content Browser + Outliner)
- When off, the selection is ignored
The toggle is per-tab. The chip shows a live count next to the eye:
(•) 3 selectedClick the eye to toggle, or click the chip to see what’s currently captured.
Chip behavior
Section titled “Chip behavior”Chips appear in the AttachmentBar and re-render inline in the sent message for that turn. Each chip has:
- An icon (file, image, viewport camera, selection eye, folder)
- A label (filename, “Viewport @ HH:MM”, “3 selected”, etc.)
- A close button (×) before send — after send, the chip is read-only
Clicking a chip:
- File — opens the file in your OS’s default editor for that type
- Image — opens the image in your default image viewer
- Viewport — opens the captured PNG in your default image viewer
- Selection — focuses the asset in the Content Browser (Outliner items focus in the Outliner)
- Folder — opens the folder in your OS file manager
Viewport capture
Section titled “Viewport capture”The Current viewport entry in the AttachmentPicker uses the active editor viewport — whichever is most recently focused. It captures:
- The full viewport client area, not the editor chrome
- The current camera, lighting, post-process, and gizmos
- Anti-aliasing on (final-frame look)
Stored inline as a base64 PNG. Resolution matches the viewport size at capture time, capped at 2048×2048 to keep attachments from dominating the chat cost.
Folder attachments
Section titled “Folder attachments”Drop a folder onto the panel (or use @FolderName/ in the input — see Autocomplete) to attach a recursive snapshot:
- All files under the folder are bundled, honoring
AutocompleteIgnorepatterns from Project Settings - Binary files are summarized (filename + size) rather than inlined
- Total size capped at ~256 KB; oversize folders show a warning chip and ask you to narrow
This is useful for “describe everything in this directory” prompts without dragging dozens of individual files.
Text-file content
Section titled “Text-file content”Text-file attachments are inlined into the user message at send time, wrapped in a fenced code block with the file name as the language tag:
```C:/path/to/Build.cs... file content ...```The AI sees them as ordinary code blocks — no special handling needed on its side.
Image MIME support
Section titled “Image MIME support”Image attachments support every format the OS image decoder handles. The shipped list:
- PNG (preferred — lossless)
- JPEG
- WebP
- BMP
- GIF (first frame only)
- TIFF (single-page only)
HEIC/HEIF and AVIF depend on OS codec availability — works on recent macOS and Windows 11, fails gracefully elsewhere with a clear error chip.
Limits
Section titled “Limits”| Attachment | Per-message cap | Notes |
|---|---|---|
| Files | 20 | combined < 256 KB inlined |
| Images | 8 | each ≤ 5 MB before base64 |
| Viewport | 1 | replaces any earlier viewport chip |
| Selection | unlimited assets | rendered as a single chip with count |
| Folder | 1 per send | recursive |
Exceeding a cap shows a banner notice on the AttachmentBar and refuses the new chip; existing chips are untouched.