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Changelog

Releases are listed newest first. Each entry covers what shipped in that version of the plugin, new domains, panel features, behavior changes, and breaking changes when they happen.

A large wave of new asset domains and editor tooling on top of the v1.0 surface — each one with the same validated-JSON, auto-layout, and full-test treatment.

  • Gameplay Ability System (gas): ability / effect / cue Blueprints, attribute sets, and the gameplay-tag registry.
  • Data Tables & Data Assets (data): row CRUD, search / sort / batch, CSV + JSON import-export, composite tables with override / conflict inspection, and fully structured Data Asset values.
  • IK Rigs & Retargeting (ik) and Pose Search / Motion Matching (pose_search): solvers, goals, retarget chains, schemas, databases, and interaction assets.
  • Chooser Tables (chooser): data-driven selection tables and proxy-table indirection.
  • Textures (texture): render targets, collections, sub-UV and media textures, plus property tuning on any texture.
  • Physics (physics + physical_material): collision channels / profiles, physics settings, the physical-surface registry, and physical-material assets.
  • Landscape, Groom & Hair, Paper2D, Fonts, and Touch Interfaces.
  • Niagara emitter-stack modules and script graphs, PCG graphs, Cinematics / Sequencer (bindings, tracks, keyframes, camera cuts, sub-sequences), and Gameplay Cameras (variable collections, camera assets, rigs, shakes) — all with node search and auto-layout. Materials, Audio, and Meshes gained full graph / family coverage too.
  • Per-level World Settings + GameMode override, World Partition Data Layers, runtime-grid configuration and streaming toggles, and the editor Levels-window state (current level, visibility, lock, lighting scenario, move-actors-between-levels) — each returning actionable diagnostics when a World Partition map isn’t open.
  • Profiling (profiling): Unreal Insights trace capture + headless TraceServices analysis (frame stats, percentiles, bottleneck timers, counters), the CSV profiler, and a one-shot live perf snapshot.
  • Debugging (debug): console / cvar / log-verbosity control, the Visual Logger (record + headless analysis), and replay / gameplay-debugger / debug-draw / audio-debug / Chaos Visual Debugger tooling, each gated per tool.

The first public version of Blueprint AI ships with the full surface described in the rest of these docs.

  • The initial asset-authoring surface, covered end-to-end: Blueprints, Animation Blueprints, Behavior Trees, State Trees, Enhanced Input, Control Rig, UMG Widget Blueprints, Common UI, Curves, Environment Queries, Static / Skeletal Meshes, Materials, Niagara, Sound, and MetaSound.
  • Validated JSON operations: every change goes through the engine’s own schemas before any Python runs, so what lands in the Content Browser compiles cleanly.
  • Auto-layout on every graph mutation: deterministic six-phase algorithm, reroute knots for long wires, pure-getter dedup. No spaghetti graphs after an AI edit.
  • Declarative specs for higher-level assets (Behavior Trees, State Trees, Animation state machines), the AI describes the structure once and Blueprint AI decomposes it into the underlying ops.
  • Auto-installed skill files for five assistants on first editor launch: Claude, Cursor, GitHub Copilot, Windsurf, Codex.
  • Bundled in-editor chat panel (Claude), dockable tab with chat, embedded terminal, attachments, slash commands, @-mentions, and a live context-usage ring.
  • Bring-your-own path via the self-documenting CLI for any other assistant that can shell out.
  • Embedded terminal backed by xterm.js + ConPTY / POSIX PTY, ANSI colors, scrollback, native shell history, curses-app compatible.
  • Session store as plain JSONL on disk with a file-watcher-backed Session Drawer, search across titles / content / tool names, and time-grouped history.
  • Replay engine restores message bubbles, tool-use status, attachments, mode, and context-ring state when switching sessions.
  • Five attachment types: files, images, viewport captures, editor selection, folder snapshots, with picker, drag-and-drop, paste, and live-selection toggle entry points.
  • Multi-account login with a credentials locker at ~/.claude/BlueprintAI/<email>/ for fast switching.
  • Editor-not-required operation: every op runs through a short-lived Unreal commandlet. Drive Blueprint AI from your IDE, terminal, or CI pipeline without an open editor.
  • cli.py validate for engine-free type-checks on every push.
  • CSS-flavored theming via JSON stylesheet at Resources/Theme/, hot-reloads on save, no editor restart.
  • 23-culture localization (English + 22 translations) covering the panel UI and Editor Preferences. Editor language is honored automatically.
  • Settings split between developer-local Editor Preferences and team-shared Project Settings.
  • Privacy-first telemetry, opt-in only, anonymous error reports via Sentry, no source code / chat / asset content ever leaves the machine.
  • Project conventions layered on top of bundled defaults via CLAUDE.md / AGENTS.md at the project root.
  • The bundled chat panel is currently Claude-only. Cursor, Copilot, Windsurf, and Codex get the skill auto-installed for them but drive Blueprint AI from their own UI today; bringing them into the panel’s Agent dropdown directly is on the roadmap.
  • A handful of operations need a live editor (some PIE-specific assets, certain Niagara workflows). The CLI detects these and prints a clear “this op needs an open editor” diagnostic instead of failing silently.