Codeable AI Editor Tools
Codeable AI Editor Tools gives AI assistants hands inside the Unreal Editor: 89 tools to read, build, tidy and test Blueprints, levels and meshes. It is built on the Codex export, which turns the Blueprints of an Unreal project into text that people and machines can read: every Blueprint, enum, struct and data asset, with its members, signatures, descriptions and graphs.
Editor only. Nothing of it ships with your game.
Codeable AI Editor Tools was called Blueprint Codex until version 1.1. Coming from 1.0? See the changelog for what was renamed.
What it does
- Export - Tools > AI Editor Tools > Export... writes the folders you choose as readable pseudo-code, one file per asset, plus
codex.json, an index of every member and signature. Strictly read-only: nothing in the project changes. See Export. - Import descriptions - write improved descriptions back into the assets, from an edited export or a JSON file. Dry run first, then write. See Import descriptions.
- AI assistant tools - with Unreal's MCP server running, an assistant gets tools to export and read the project, add nodes and parent calls, lay out graphs, set component sockets, create structs and levels, place mesh sockets, import meshes, and bring meshes over from Blender. See AI assistant tools.
- Changelogs - compare two exports and get a draft of what changed, breaking changes first.
Requirements
| Unreal Engine | 5.8 |
| Platform | Windows (editor) |
| Project | Blueprint-only or C++ |
| For the AI tools | the engine plugins Python Editor Script Plugin, Model Context Protocol and Editor Toolset |
| For Blender | Blender 4.2 or newer and the free Codeable Bridge |
The AI tools and the Blender Bridge are optional; see AI assistant tools and Blender Bridge.
Install
- Get Codeable AI Editor Tools from Fab and install it to your engine with the Epic Games Launcher.
- Open your project, go to Edit > Plugins, search for Codeable AI Editor Tools, tick it and restart the editor.
- Tools > AI Editor Tools now has Export... and Import Descriptions.... The settings are under Edit > Project Settings > Plugins > Codeable AI Editor Tools.
First export
- Tools > AI Editor Tools > Export...
- The folder tree opens with your project's own content ticked:
/Gameand the plugins inside the project. Narrow it to the folders you care about. - Keep the output folder at
graphs(beside the.uproject) or choose another, and press Export. - Open
graphs/_index.jsonto find a file, or any.bp.txtto read a Blueprint.
Large projects take a minute or two. The export writes only text files, so it is safe to run while you work, and safe to run again: it replaces what it wrote last time.