#Unreal AI Assistant

1 messages · Page 1 of 1 (latest)

lofty carbon
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I'm working on adding an AI Assistant to unreal engine editor via an editor plugin using python. (Similar to copilot / code editor AI but for blueprints)

still need to create the C++ wrapper to expose the kismet modules but it's open-source if anyone's interested - https://github.com/hamleetski/unreal_ai_assistant

GitHub

A plugin to enable LLM's to read blueprints and explain event graphs, identify issues, and automatically fix them." - hamleetski/unreal_ai_assistant

jade blaze
orchid spindle
lofty carbon
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@orchid spindle working on the C++ wrapper to expose the graphs today so hopefully that goes well. Thanks for the link DarkDragon didn't realize they were working on one. Mine is pretty simplistic so far so hoping to get a basic one working in the meantime

coarse wigeon
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Yeah, Epic will release their own assistant trained on their own licensed code (and third-party studios that agreed) in the next engine version. The assistant already exists for the UEFN version

hot sedge
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Whether an LLM (chatbot) is in the browser or in Unreal Engine really doesn't make much difference, the engine integration aspects will be nice and obviously training on Unreal Engine itself, but does it understand your project? Does it understand the intent behind your blueprint? What is fixed for a farming simulation game is broken for an action RPG. Can it tell you why the FPS in your scene is bad? Can it read profiler traces and tell you about the culprit?