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Roadmap

This page is honest about where Blueprint AI is going. Items are grouped by likelihood, not by date — small teams ship when something is ready, not when a calendar says it should.

If something here matters to your workflow, tell us — buyer feedback decides what moves up.

Work that is actively in progress or planned for the next minor versions.

  • Bring the other AI assistants into the panel’s Agent dropdown. Today, Cursor / Copilot / Windsurf / Codex have skill files auto-installed but drive Blueprint AI from their own UI. The plan is to let each of them sign in inside the panel and chat there too, the same way Claude does. Codex CLI is the first target — the OAuth-bundled sign-in pattern transfers cleanly. Gemini CLI follows.
  • More integrations. Discord, GitHub, and Notion are connected and production-ready; the next tool the agent can act on — Obsidian — is in development and already usable in developer builds. Each ships to everyone once its connect flow and credential handling are fully proven. Want a specific service? Tell us.
  • 3D asset generation via a third-party backend. A first-class “generate mesh from prompt” path through an existing provider (Meshy or Tripo are the candidates). Today you can chain the calls yourself in the embedded terminal; making it a first-class panel feature is the next step.
  • Public /comparison page. Side-by-side feature and pricing table against the other main UE AI plugins, with verified numbers and links. The brief restricts naming competitors in the Fab listing copy — this lives on the marketing site instead.
  • /languages showcase. Screenshots of the panel in the highest-density non-English game-dev markets, with the language switcher live on the page itself.
  • Live operations on the editor-not-required path. A handful of ops still need an open editor; the CLI already detects and reports them, and the plan is to shrink that list each release.

Work we want to do but isn’t scheduled yet. Realistic, just not before the items above.

  • Roadmap-driven beta channel. A public version of the dev build for users who want to try in-flight features without waiting for the stable Fab release.
  • Broader asset coverage. The major domains now ship — Niagara, audio and MetaSounds, Sequencer cinematics, PCG, World Partition, Gameplay Cameras, the Gameplay Ability System, Motion Matching, IK Rigs, physics, textures, Paper2D, and more. Coverage of the long tail of engine-plugin asset types continues each release, each new domain getting the full validated-JSON + auto-layout treatment, not a half-implementation.
  • Design-partner program. A formal way for studios using Blueprint AI in production to get earlier builds, deeper support, and co-marketing in exchange for a public case study.
  • More languages on demand. The current 22-translation set covers the largest non-English game-dev markets; adding a language is mostly a translation-file PR. If your language is missing and you’d contribute, open a request.
  • Free-trial onboarding. Every other commercial leader in this segment offers some form of time-limited trial (5–14 days). A trial path through Fab or the publisher site is on the table.

Ideas we’ve heard from users and are weighing — not committed.

  • Image generation in-panel. Today you can run any image-gen CLI in the embedded terminal; the question is whether a first-class panel surface is worth the maintenance.
  • Local-model preset bundles. The embedded terminal already runs Ollama / llama.cpp / any local CLI; preset bundles would lower the setup cost for NDA-strict studios.
  • Plan mode and autonomy levels. More explicit controls over how much the AI is allowed to do without confirmation — not as a marketing pillar, just as a setting.
  • Project-knowledge indexer. Several competitors index your project; Blueprint AI relies on Claude’s existing tools and bundled docs today. Whether a first-party indexer earns its weight in token cost is the open question.

Things people sometimes ask for that we are deliberately not building. Saying so up front saves everyone time.

  • Unity support. Blueprint AI is Unreal-only by design. If you ship on both engines, Aura is the verified multi-engine option.
  • Perpetual free tier. The product is paid. A free trial is on the table (see Later); a free tier is not.
  • Voice control. Speech-to-text and TTS aren’t planned — keyboard-driven workflows fit the precision-of-edit goal better.
  • Autonomous agentic loops. Blueprint AI is a precise tool used in a chat session, not an unattended agent. Specific multi-step plans run with the user in the loop.
  • Replacing the developer. The mission is to do the busywork so you can focus on the parts only you can do. Not the other parts.

The roadmap is rewritten when a release ships or when a new gap surfaces. Each release links back here from the changelog so you can see what made it across — and what slipped.

If a missing item is blocking your team, the fastest way to move it up is to say so via Support with the use case.