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Engine Coverage

Blueprint AI covers 100% of the asset types Unreal Engine can author — not a curated subset. The number is measured against the live engine, on two axes (the asset types the editor can create, and the operations it runs on them), and it holds across the base engine and its plugins.

423 / 423Authorable asset types
69 / 69Editor operations
100%Of every engine domain
UE 5.7Measured against

The honest way to make a coverage claim is to not pick the denominator yourself. Blueprint AI’s is enumerated from the live engine: every class the editor offers a Create New path for — including whole subtrees no single factory names, because Unreal’s generic data-asset factory authors any concrete UDataAsset subclass. That set is 423 classes today, and Blueprint AI creates, edits, and inspects all 423.

A ledger that derives its own denominator can only ever confirm itself. So the count is asked of the engine on every run, and each covered type re-earns its place by being created, saved, and cold-reloaded in a fresh editor process — not inherited from the last run.

Coverage is complete across all 51 authorable engine domains — the macro-areas the editor is organised into:

Scripting & logic

Blueprints, Animation Blueprints, Control Rig, Behavior Trees, State Trees, EQS, Smart Objects, Enhanced Input.

Art & assets

Materials & Substrate, textures, meshes, Niagara, audio & MetaSounds, physics, landscape, groom, Paper2D, Dataflow.

Gameplay & animation

Gameplay Ability System, data tables, IK Rigs & retargeting, Pose Search / Motion Matching, Chooser tables, curves.

World & cinematics

World Partition & levels, Water, PCG, Sequencer cinematics, Gameplay Cameras, Variant Sets.

User interface

Widget Blueprints, Common UI, touch interfaces, fonts — plus every concrete UMG widget, generically.

Editor & tooling

Editor Utility widgets, debugging & profiling, media playback, importers, and the engine’s own build / editor-mode operations.

Two engine categories — Accessibility and Network — expose no authorable content at all, so there is nothing there to cover. Every other domain reads 100%. The Operations section in the sidebar has a page — with copy-paste prompt examples — for each of these areas.

Beyond assets: components, actors, widgets, settings

Section titled “Beyond assets: components, actors, widgets, settings”

Most of what a game is made of isn’t a standalone asset. Blueprint AI covers those surfaces generically — any class, no per-class work:

SurfaceCountHow it’s covered
Components354add_component + reflected property setters place any component and configure it
Actors432spawn any concrete actor into a level and read/write its properties
Widgets132add any concrete UMG widget to a Widget Blueprint tree
Instanced extensions84anim notifies, input modifiers/triggers, UIComponents, GameFeatureActions, Mover modes
Developer settings241read and write any Project Settings / Editor Preferences section

Because these are covered by contract rather than by enumeration, a class the engine adds in a future update is handled the day it appears — no plugin update required.

Coverage isn’t limited to the plugins your project happens to enable. Asset types, non-asset functionality, and import workflows are recovered from engine source, so a disabled plugin’s classes still count in the denominator — and become available the moment you enable that plugin. The scan reaches the whole Engine/Plugins tree plus each platform extension (Android, iOS, and the console SDKs once installed).

Blueprint AI detects the build state and disables only the affected area — gracefully, with a clear diagnostic — when a plugin is absent.

Thirteen asset classes are intentionally left uncovered, every one for the same measured reason: the engine itself offers no Create New path for them. They’re import-only carriers (a .psd, an .onnx model, an OpenAPI spec) or editor-internal sub-objects with no standalone authoring. Creating a blank one would write a broken asset, so instead the import is covered on the operation axis.

The coverage report is a deterministic ledger, regenerated by driving the real editor — not a hand-maintained list. When new work lands, the numbers on this page are re-derived from the engine, and the automation suite fails if the claim and the engine ever disagree.