Unreal Engine 5.8 plugin

Your assistant says done. ue-cortex checks.

Eleven specialist playbooks, a design document you can edit, a dependency-ordered task list and checks inside the editor, for Claude Code, Cursor or Codex building your Unreal project.

The plugin makes no model calls and uses your assistant’s own login. It covers roughly half to two-thirds of the engineering scaffolding; art, level design and tuning stay yours.

Illustration: the ue-cortex core connected to eleven specialist agents: systems, multiplayer, world, blueprints, devops, UI, audio, cinematics, profiler, technical art and AI
Illustration of the eleven specialists, not a screenshot.

Capabilities

What the plugin does for your assistant

Frontier assistants can already write Unreal code. ue-cortex adds the contract they work to, independent checks on the result, and a record you can resume.

  • A plan you can read and change

    Your assistant submits a game design document. The plugin rejects gaps (a feature with no acceptance criteria a person can test, or an unknown agent) and, once accepted, writes Docs/UECortex/GDD.json and GDD.md into your project. Edit GDD.json and approve: your edit is read back and validated.

  • Specialists that get only their slice

    Approval builds a dependency-ordered task list, one step per agent the design uses. Each agent receives its slice of the document, its acceptance criteria and one reference file at a time, so context stays small and numbers the design does not state are not invented.

  • Checks in the editor, not on trust

    A step is reported when your assistant says so and verified only when the plugin checked it: a Live Coding compile, a Play-In-Editor smoke test, the log, and the assets a step declared. Failures are routed to the responsible agent.

  • A run that survives restarts

    New C++ classes need a full rebuild and an editor restart. The run is kept in Saved/UECortex/run.json, so cortex_resume continues from the next unfinished step with the same run id.

  • Built into Epic’s Unreal MCP server

    No port of its own, no API key, no model access. The cortex tools sit next to Epic’s own toolsets, and a doctor in the panel checks the payload, engine, C++ module, version-control rollback point and the MCP server, with a fix line for each problem.

  • Safe by construction

    The plugin has no write tool: your assistant writes files, Epic’s toolsets do engine operations. Tool policy is checked on every call, verification is refused until you approve the plan, and log or tool output is treated as untrusted text.

Docs/UECortex/GDD.md open in the editor next to the assistant: a features table listing each feature, the agents that implement it and its number of acceptance checks
A frame from the demo video: the design document is written into your project, so all of it is readable and editable.

How it works

From one sentence to a project that compiles and runs

  1. Install and enable

    Copy UECortex into your C++ project’s Plugins folder and build. Enable Unreal MCP (it brings Toolset Registry and Python), restart, then open Window → ue-cortex and press Run Checks.

  2. Connect your assistant

    Start Epic’s MCP server and run ModelContextProtocol.GenerateClientConfig for Claude Code, Cursor or Codex. Start the assistant from the project folder and the cortex toolset is there.

  3. Describe, review, approve

    Say “Use ue-cortex to build:” and your idea. Read the GDD the plugin wrote into your project, edit GDD.json if you want something different, then approve. Commit first: generated source is not covered by editor undo.

  4. Build, verify, resume

    Each specialist works its step and records the result. The plugin compiles, runs Play-In-Editor and diffs assets. After a C++ rebuild, “Continue the ue-cortex run” picks up where it stopped.

Product demo

One prompt, a checked result

From one sentence to a design document, an approved plan, code, a rebuild and a Play-In-Editor check, in one run.

Video not loading? Watch it on YouTube (opens in a new tab).

Verification

Reported is not verified

A step your assistant records is reported. Only the plugin can make it verified, and no tool accepts that status as input. The final report shows which is which.

cortex_verify_compile

Compiles through Live Coding as a background job. A pass marks code steps verified; a failure reopens the step with the errors routed to the responsible agent. Windows only.

cortex_verify_pie

Runs Play-In-Editor for 5 to 300 seconds as a background job and reports log errors.

cortex_asset_diff

Lists assets created since the step began and flags declared assets that are missing.

cortex_read_errors

Recent error lines from the output log, handed over as untrusted text.

Two honest limits

  • A clean Play-In-Editor run means no log errors. It does not mean the game works: you play it and judge controls, feel and difficulty.
  • When a capability is missing (Live Coding off, not Windows), the result says unsupported and what to do. The step stays reported.

The agents

11 specialists, 83 reference files

Each agent is a playbook with its own rules. Detailed Unreal knowledge lives in reference files read one at a time, only when a task needs it. The rules come from real build failures, such as UHT signature limits and initialiser order, so generated code avoids them next time.

  • Systems Engineer

    C++/Blueprint architecture, GAS, Nanite/Lumen, memory model.

  • Multiplayer Architect

    Replication, GameMode/GameState hierarchy, dedicated servers.

  • World Builder

    World Partition, Landscape, PCG, HLOD, streaming.

  • Blueprint Specialist

    Graph organisation, communication patterns, C++ handoff.

  • DevOps / Build Engineer

    BuildGraph, Gauntlet, CI/CD, large-file version control.

  • UI Engineer

    Common UI, MVVM binding, UMG performance, Slate.

  • Audio Engineer

    MetaSounds, sound classes and mixes, attenuation, modulation.

  • Cinematics Engineer

    Sequencer, cine cameras, event tracks, nDisplay.

  • Performance Profiler

    Unreal Insights, GPU/CPU triage, memory budgets, cook size.

  • Technical Artist

    Master materials, Niagara, asset pipeline, Control Rig, cloth.

  • AI Engineer

    Behavior Trees, EQS, navigation, perception, Mass, StateTree.

File tree of the plugin payload: an agents folder with eleven playbook files, and a refs folder with one reference folder per agent
The payload inside the plugin: eleven agent playbooks, and a folder of reference files for each.

Your assistant brings the model. ue-cortex makes no model calls and ships no model access. Output quality depends on the assistant you connect.

Tool reference

Sixteen tools, registered into Epic’s MCP server

Every result carries a next step, so your assistant is walked through the run instead of guessing. With Tool Search on, they are reached through list_toolsets, describe_toolset and call_tool.

The cortex tools and what each one does
Tool Purpose
cortex_start Begin or resume a run; returns the protocol, mode and readiness warnings
cortex_list_agents, cortex_read_agent List the 11 playbooks; read one
cortex_read_ref Read one reference file of an agent, one at a time, on demand
cortex_validate_gdd, cortex_submit_gdd Check a design document for gaps; submit it and write the project files
cortex_approve_plan After your approval: build the dependency-ordered task graph
cortex_get_task The next step with only that agent’s slice and its acceptance criteria
cortex_record Record a step’s outcome and artifacts (status reported)
cortex_report Step counts, host-reported tokens, reported versus verified claims
cortex_resume Continue after an editor restart
cortex_verify_compile Live Coding compile check (Windows); a pass marks the step verified
cortex_verify_pie Play-In-Editor smoke test, 5 to 300 seconds
cortex_read_errors Recent log errors, as untrusted text
cortex_asset_diff Assets created since the step started; lists declared assets that are missing
cortex_get_job Poll a background verification job

Honest scope

Roughly half to two-thirds of the scaffolding

The plugin gets a project from an idea to code that compiles and runs. Treat the output as a strong first pass from a teammate: review it, play it and iterate.

ue-cortex generates

  • A validated design document with testable acceptance criteria
  • C++ classes, Blueprint stubs, build files and module dependencies
  • GAS attribute sets and abilities, Enhanced Input, the GameMode/GameState hierarchy
  • Basic AI (Behavior Trees, Blackboards), save-game classes and HUD widget wiring
  • A dependency-ordered task list with a resumable record
  • Compile checks (Windows), a Play-In-Editor run, log review and an asset diff

You still create

  • 3D meshes, textures, animations or audio files
  • Level design, visual polish and gameplay tuning
  • Playing the game: the assistant cannot send keyboard or mouse input to Play-In-Editor
  • Creating a brand-new level: make an empty one once and tell the assistant where it is
  • A finished, shippable game
  • Review and iteration on the generated code

Compatibility

Built and tested for Unreal Engine 5.8

Compatible with Unreal Engine 5.8; supported platform: Windows
As shown on the Fab listing: Unreal Engine 5.8, Windows.
engine

Unreal Engine 5.8

The only supported version. On any other version the plugin loads but stays unavailable and says why. UE 5.6–5.7 is planned for a later version.

project

A C++ project

A Source folder with a game module. A Blueprint-only project needs one C++ class added once (Tools → New C++ Class), then a restart.

plugins

Unreal MCP + Toolset Registry

Epic’s own plugins, both Experimental in 5.8. Live Coding and the Live Coding Toolset are optional, for compile checks on Windows.

Assistants
Claude Code, Cursor or Codex, with their own account
Model
None in the plugin: your assistant’s own login and cost
Network
No port of its own; tools are registered into Epic’s MCP server
Compile checks
Windows only (Live Coding)
Version control
Strongly advised; generated Source and Config are not covered by editor undo
In packaged games
Nothing. It is editor-only tooling

FAQ

Common questions

Where do I get it?

ue-cortex is sold only on the Fab marketplace. This website is a presentation and takes no payments.

How do I receive updates?

Through Fab. Updates reach every owner via Fab’s own version system.

Which engine versions are supported?

Unreal Engine 5.8 only. On any other version the plugin loads but reports itself unavailable, with the reason. UE 5.6–5.7 support is planned for a later version.

Does it make a finished game?

No. It gets a project from an idea to code that compiles and runs, roughly half to two-thirds of the engineering scaffolding. Art, level design, tuning and polish remain your work, and you play every build.

Which model does it use, and does it cost per use?

None. The plugin makes no model calls and adds no per-use charge. Your assistant (Claude Code, Cursor or Codex) uses its own login and is billed by its provider.

Is my project sent anywhere?

The plugin opens no network port of its own and sends nothing. Your assistant sends what it reads to its provider under that provider’s terms.

Does it work on a Blueprint-only or an existing project?

It needs a C++ project: add any C++ class once and restart. It works on an existing C++ project on UE 5.8; commit first, because generated Source and Config files are not covered by editor undo.

Can it play my game or create a new level?

No. It cannot send keyboard or mouse input to Play-In-Editor, and cannot create or save a brand-new level. A clean Play-In-Editor run means no log errors, not that the game works.

Does it ship in my game?

No. It is editor-only tooling and adds nothing to packaged builds.

Licence and refunds?

Fab’s Standard License and Epic’s refund policy apply, as with any Fab purchase.

ue-cortex logo

See the plugin on Fab

Pricing, licence terms, reviews and downloads all live on the Fab listing.