Native UE5 Editor Plugin

CORTEX

AI Assistant for Unreal Engine 5

Chat with Claude or GPT to create Blueprints, build widgets, generate VFX, animate characters, design sounds, and more — 18 builders, all inside the editor.

11,000+
Node Types
50+
Commands
3
AI Providers
18
Builders
Scroll
Full Feature Set

Everything You Need to Build Faster

Cortex covers the full Unreal Engine 5 workflow — from Blueprint logic to UI, world building to data structures.

Blueprint Creation & Editing

Create complete Blueprint actors from scratch or modify existing ones. 5-stage node resolution pipeline searches 11,000+ engine actions with fuzzy matching.

  • Add components, variables, functions, and node graphs
  • Auto pin-type coercion (Vector↔Transform, Int↔Float)
  • Auto-retry on compile errors with AI self-correction
  • Comment nodes placed for any unresolvable node

UMG Widget Builder

Create complete UMG Widget Blueprints with nested widget hierarchies, slot configuration, and full property support.

  • 30+ widget types: CanvasPanel, VerticalBox, TextBlock, Button…
  • Set text, color, font size, alignment, padding, visibility
  • Configure slot properties (HAlign, VAlign, Size rules)
  • Add, remove, and modify widgets after creation

PCG Biome Builder

AI-assisted Procedural Content Generation graph creation for landscape-based scatter. Requires the PCG Plugin.

  • 8 biome presets: Forest, Desert, Tundra, Swamp, Alpine…
  • Full pipeline: Sampler → Pruning → Filter → Transform → Spawner
  • Per-layer density, scale, yaw, slope, and height filters
  • Automatic landscape detection and volume positioning

Data Structures

Create User Defined Structs, Enums, and DataTables directly from chat with full field type support.

  • Structs with bool, int, float, vector, softobject, and more
  • Enums with any number of named entries
  • DataTables with typed rows from any struct
  • Read back definitions for context injection

Enhanced Input

Set up complete Enhanced Input systems including Input Actions and Input Mapping Contexts.

  • Input Actions: bool, float, vector2d, vector3d value types
  • Trigger types: pressed, released, hold, tap, pulse, chorded
  • Modifiers: negate, swizzle, scalar, deadzone, smooth…
  • Bind multiple keys per action including gamepad

Asset Management

Query and manage project assets, create materials with node graphs, and handle files — all from the chat panel.

  • Search assets by type, name, or path
  • Create materials with Constant, VectorParam, TextureSample nodes
  • Delete, duplicate, rename, and import assets
  • @ mention autocomplete for asset references

Level & World Commands

Manage actors in the currently open level — spawn, destroy, move, and configure from natural language.

  • Spawn any Blueprint or native class in the level
  • Set actor transform (location, rotation, scale)
  • List and query actors by class or name
  • Set actor properties and get level summaries

Analyst & Optimizer Modes

Deep analysis and optimization of existing Blueprints. Reads full graph structure automatically — no copy-pasting.

  • Explain Blueprint logic in plain English
  • Performance audit across all project Blueprints
  • Refactor nodes into reusable functions
  • Find unused variables and complexity issues

AI Behavior Trees

Create complete Behavior Trees with Blackboard assets for AI characters — patrol, chase, and decision-making logic from chat.

  • Sequence, Selector, and SimpleParallel composites
  • Decorator and Task nodes with custom parameters
  • Blackboard keys with typed entries
  • Full tree structure from a single prompt

Animation Montages

Build Animation Montages with sections, notifies, and blend configuration — ready to trigger from Blueprints.

  • Named sections with branching points
  • Anim Notifies and Notify States
  • Blend-in/out curves and play rate
  • Slot groups and composite sections

Animation Blueprints

Generate Animation Blueprints with State Machines — states, transitions, and crossfade configuration from natural language.

  • State Machine graphs with named states
  • Transition rules with crossfade duration
  • Blend nodes and pose sampling
  • Automatic skeleton binding

Sound Cues & Attenuation

Create Sound Cue node graphs and Sound Attenuation assets — full audio pipeline from a single prompt.

  • WavePlayer, Mixer, Random, Looping, Delay nodes
  • Sound Attenuation with distance/falloff curves
  • Multi-source mixing and modulation
  • Volume, pitch, and spatialization settings

IK Rigs & Retargeters

Set up IK Rigs with PBIK/FBIK solvers and IK Retargeters with automatic chain mapping between skeletons.

  • PBIK and FBIK solver configuration
  • Bone chain definitions (spine, limbs, fingers)
  • IK Retargeter with auto chain mapping
  • Cross-skeleton animation retargeting

Python Script Execution

Execute LLM-generated Python scripts directly inside the UE editor with built-in sandboxing for safety.

  • Hybrid Python + JSON command workflows
  • Sandboxed execution (blocked: os, subprocess, socket)
  • Access to unreal module for editor automation
  • Inline output and error reporting in chat

Niagara VFX

Create Niagara particle systems from chat — emitters, modules, renderers, and dynamic parameters for real-time VFX.

  • Emitter and System asset creation
  • Sprite, Mesh, and Ribbon renderers
  • Spawn rate, lifetime, velocity, and color modules
  • Dynamic parameters for runtime control

Level Sequencer

Build and edit Level Sequences for cinematics — camera cuts, animation tracks, audio, and keyframed properties.

  • Camera cut tracks with auto-binding
  • Actor animation and transform tracks
  • Audio tracks synced to timeline
  • Float, vector, and bool keyframe curves

MetaSounds

Create MetaSound patches with node-based audio graphs — oscillators, filters, envelopes, and trigger logic.

  • Oscillator nodes (sine, saw, square, noise)
  • Filter and envelope generators
  • Trigger inputs and audio parameter interfaces
  • Modular graph patching from natural language

Pose Search & Motion Matching

Configure Pose Search databases, schemas, and motion matching channels for fluid character animation.

  • Pose Search database and schema creation
  • Motion matching channel configuration
  • Animation sequence indexing
  • Trajectory and pose feature setup
How It Works

From Chat to Blueprint in Seconds

Cortex bridges natural language and Unreal Engine's internal APIs through a structured command pipeline.

01

Describe What You Want

Type a natural language request in the Cortex chat panel inside UE5. Reference existing assets with @ mentions or drag them from the Content Browser.

"Create BP_Enemy that extends Character, add a Health float variable defaulting to 100, and wire up BeginPlay to print 'Enemy spawned'"
02

AI Generates Commands

Cortex sends your message to Claude or GPT with full Unreal Engine context — node catalog, Blueprint structures, and conversation history.

The AI responds with structured JSON commands: CREATE_BLUEPRINT, ADD_VARIABLE, ADD_NODES, COMPILE_BLUEPRINT
03

Commands Execute in Editor

The LLMCommandExecutor parses the AI's response and dispatches each command to the appropriate builder — BlueprintBuilder, WidgetBuilder, BiomeBuilder, and more.

Blueprint created → variable added → nodes wired → compiled. All in seconds.
04

Results Shown Inline

Results appear in the chat stream as green Tool messages. If compilation fails, Cortex automatically retries — sending error details back to the AI for self-correction.

✓ Blueprint compiled successfully. 3 nodes added, 2 connections made.

5-Stage Node Resolution Pipeline

Fast-path
~100 hardcoded nodes
Common Classes
14 engine classes
BP Hierarchy
own class members
Action Database
11,000+ actions
Dynamic Search
all native classes
Operating Modes

The Right Tool for Every Task

Switch between specialized modes with a single click. Each mode configures the AI's behavior and provides targeted quick-action buttons.

💬 Chat Mode
Default

General Purpose Creation

The default mode for creating and modifying any asset type. The AI responds to free-form requests and executes commands automatically. Best for creating new Blueprints, asking questions, and general asset work.

Capabilities

  • Create Blueprint actors from scratch
  • Add components, variables, and functions
  • Wire node graphs with natural language
  • Reference assets with @ mentions
  • Attach screenshots for visual context
  • Drag & drop assets from Content Browser

Example

You: Create BP_FloatingPickup that rotates slowly and plays a sound when the player overlaps it
✓ Blueprint created ✓ RotatingMovement component added ✓ AudioComponent added ✓ OnActorBeginOverlap event wired ✓ Compiled successfully
🔧 Optimizer Mode
Advanced

Blueprint Refactoring

Focused on improving existing Blueprint graphs. Select a Blueprint from the dropdown, then use the action buttons to refactor, optimize, and clean up your graphs.

Capabilities

  • Refactor nodes into reusable functions
  • Optimize graph for performance
  • Target-optimize selected nodes only
  • Find unused variables
  • Reads full BP structure automatically
  • No manual copy-pasting required

Example

You: Find unused variables in BP_Character
Found 3 unused variables: • bWasJumping (bool) — never read • LastDamageTime (float) — never read • TempVector (Vector) — never read
🔍 Analyst Mode
Insight

Deep Blueprint Analysis

Deep analysis and plain-English explanation of Blueprint logic. Falls back to the currently open Blueprint editor if no BP is selected in the dropdown.

Capabilities

  • Full plain-English walkthrough of any BP
  • Explain only selected nodes
  • Performance audit across all project BPs
  • Complexity rating and simplification tips
  • Tick usage and node count analysis
  • Identify bottlenecks before optimizing

Example

You: Explain BP_EnemyAI
BP_EnemyAI is a Character Blueprint that implements a patrol-and-chase AI. On BeginPlay it caches the PlayerCharacter reference. On Tick it checks distance to player — if within 800 units it enters Chase state...
🌿 Biome Mode
PCG Required

PCG Landscape Generation

AI-assisted PCG biome generation. Select a preset, configure parameters, and let Cortex design and spawn a complete PCG graph in your level. Requires the PCG Plugin.

Capabilities

  • 8 biome presets (Forest, Desert, Tundra…)
  • Scan project for meshes to include
  • Configure radius, density, seed, cell size
  • Full PCG pipeline auto-generated
  • Per-layer scatter configuration
  • Automatic landscape detection

Example

You: Dense boreal forest with pine trees, fallen logs, and mossy rocks
✓ PCG Graph created: PCG_BorealForest ✓ 3 scatter layers configured ✓ Surface Sampler → Self Pruning → Density Filter ✓ Volume spawned at world origin
The Chat Interface

A Native Panel Inside UE5

Cortex runs as a native Slate panel docked directly in the Unreal Engine editor. No browser tabs, no copy-pasting — just describe what you want and watch it happen.

Multiple Conversation TabsWork on different tasks simultaneously. Each tab has its own independent conversation history.
@ Asset SearchType @ to search your project and insert asset references directly into your message.
Image AttachAttach screenshots or reference images. Claude and GPT-4o can use visual context.
Grab BPOne click to capture the currently open Blueprint editor's full structure into your message.
LLM Assistant — Cortex
BP_CoinPickup
WBP_HUD
PCG_Forest
💬 Chat🔧 Optimizer🔍 Analyst🌿 Biome
YouCreate a Blueprint actor called BP_CoinPickup. Add a StaticMesh component using the engine sphere mesh. On overlap with the player pawn, destroy this actor and print 'Coin collected!' for 3 seconds.
CortexCreating BP_CoinPickup with StaticMesh component and overlap logic...
Tool✓ CREATE_BLUEPRINT — /Game/Blueprints/BP_CoinPickup ✓ ADD_COMPONENT — StaticMeshComponent (SM_Sphere) ✓ ADD_NODES — Event_ActorBeginOverlap → Cast to Pawn → PrintString + DestroyActor ✓ COMPILE_BLUEPRINT — Success (0 errors)
CortexDone! BP_CoinPickup is ready. The sphere mesh is set, and when any Pawn overlaps it, it prints 'Coin collected!' for 3 seconds then destroys itself. Want me to add a particle effect or sound on pickup?
Message Cortex...
Grab BPClearclaude-sonnet-4-5
See It In Action

Real Results, Real Projects

Every screenshot below was produced inside Unreal Engine 5 using Cortex — no external tools, no leaving the editor.

Cortex PCG Biome Generation
PCG Biome Builder

Create Custom Biomes with One Prompt

A dense forest with trees, bushes, ground cover, and rocks — generated from a single natural language description. Full PCG pipeline created automatically.

Cortex Chat Panel
UI

Cortex Chat Panel

Blueprint Generation
Blueprints

Blueprint Generation

One-Shot UMG Widgets
UMG

One-Shot UMG Widgets

PCG Before
PCG

PCG Before

AI Providers

Your AI, Your Choice

Cortex works with Anthropic Claude, OpenAI GPT, and any OpenAI-compatible endpoint. Bring your own API key.

Anthropic Claude

Recommended

Claude is the strongly recommended provider. claude-opus-4-6 and claude-sonnet-4-6 deliver the best results for complex multi-step Blueprint construction, PCG biomes, and UMG widget creation.

Models

claude-opus-4-6 ★ Bestclaude-sonnet-4-6 ★ Recommendedclaude-haiku-4

Highlights

  • claude-opus-4-6 & claude-sonnet-4-6 recommended for best results
  • Best instruction following for complex Blueprint tasks
  • Large context window for long multi-step conversations
  • Vision support for screenshot and image analysis

Quick Setup

  1. 1Go to console.anthropic.com
  2. 2Create an API key
  3. 3Select Anthropic Claude in Cortex Settings
  4. 4Choose claude-opus-4-6 or claude-sonnet-4-6

OpenAI GPT

Supported

Full OpenAI GPT support including vision. GPT-4o works well for Blueprint creation and supports image attachments for visual context.

Models

gpt-4ogpt-4o-minigpt-4-turbo

Highlights

  • GPT-4o vision for screenshot analysis
  • Fast response times
  • Wide model selection
  • Familiar API for existing users

Quick Setup

  1. 1Go to platform.openai.com
  2. 2Create an API key
  3. 3Select OpenAI GPT in Cortex Settings
  4. 4Paste your key and select a model

Custom Endpoint

Advanced

Connect to any OpenAI-compatible API — self-hosted models, LM Studio, Ollama, or private deployments. Local models work but produce less reliable results.

Models

LM StudioOllama (OpenAI adapter)Any OpenAI-compatible API

Highlights

  • Full privacy — no data leaves your machine
  • Works with LM Studio and Ollama
  • Any OpenAI-compatible endpoint
  • Custom model names supported

Quick Setup

  1. 1Select Custom Endpoint in Cortex Settings
  2. 2Enter your endpoint URL
  3. 3Enter API key (or any placeholder)
  4. 4Enter the model name your server expects

API keys are stored locally in your project's Saved/ directory and never transmitted anywhere except directly to your chosen AI provider. Cortex does not have a backend server.

Installation

Up and Running in 4 Steps

No build steps, no configuration files. Just drop the plugin in and go.

01

Purchase on Fab

Buy Cortex on the Fab marketplace. Once purchased, it installs directly through Epic Games Launcher — no manual file copying required.

fab.com → Search "Cortex" → Purchase → Install to Engine
02

Enable Cortex Plugin

Open your UE5 project, go to Edit → Plugins, search for "Cortex" or "LLM Assistant", enable it, and restart the editor when prompted.

Edit → Plugins → Search "Cortex" → ✓ Enable → Restart Now
03

Enable PCG Plugin (Optional)

For Biome mode, also enable the Procedural Content Generation plugin. If you don't need PCG biomes, skip this step.

Edit → Plugins → Search "Procedural Content Generation" → ✓ Enable → Restart
04

Open & Configure

Open Cortex via Window → LLM Assistant (or the toolbar button). Click ⚙ Settings, select your AI provider, paste your API key, and start chatting.

Window → LLM Assistant
⚙ Settings → Select Provider → Paste API Key → Done

Requirements

Unreal Engine

5.7 or later

Platform

Windows 64-bit

API Key

Anthropic or OpenAI

PCG Plugin

Optional (Biome mode)

💡

Engine-wide install: Copy the plugin to C:\Program Files\Epic Games\UE_5.7\Engine\Plugins\Marketplace\ to make Cortex available in all your UE5.7 projects automatically.

Pricing

One-Time Purchase. Yours Forever.

No subscriptions. Pay once, use forever. You only additionally pay for the AI API calls you make — directly to Anthropic or OpenAI.

Cortex

Personal

$79/ one-time

For an individual creator or a small team with not more than $100k of revenue or funding in the last 12 months.

Get Cortex — Personal
  • All 18 builders (Blueprints, Widgets, VFX, Audio…)
  • Niagara VFX, Level Sequencer, MetaSounds
  • AI Behavior Trees & Animation Blueprints
  • Pose Search & Motion Matching
  • PCG Biome Builder (8 presets)
  • Sound Cues, IK Rigs, Python Scripting
  • Chat, Optimizer, Analyst, Biome & Help modes
  • Claude, GPT, Custom endpoint support
  • Auto-retry on compile errors
  • Image / screenshot attach (vision)
  • Multiple conversation tabs
  • Commercial use license
  • Discord community support
  • Free updates for the major version
Studios & Teams

Cortex

Professional

$199/ one-time

For studios or other entities with over $100k revenue or funding in the past 12 months.

Get Cortex — Professional
  • Everything in Personal
  • All 18 builders (Blueprints, Widgets, VFX, Audio…)
  • Niagara VFX, Level Sequencer, MetaSounds
  • AI Behavior Trees & Animation Blueprints
  • Pose Search & Motion Matching
  • PCG Biome Builder (8 presets)
  • Sound Cues, IK Rigs, Python Scripting
  • Chat, Optimizer, Analyst, Biome & Help modes
  • Claude, GPT, Custom endpoint support
  • Auto-retry on compile errors
  • Image / screenshot attach (vision)
  • Commercial use license
  • Discord community support
  • Free updates for the major version

AI API Costs (separate from plugin)

Billed directly by Anthropic or OpenAI. Cortex never touches your payment.

claude-opus-4-5REC

Input

$15 / 1M tokens

Output

$75 / 1M tokens

Typical / request

~$0.05–0.15 per request

claude-sonnet-4-5REC

Input

$3 / 1M tokens

Output

$15 / 1M tokens

Typical / request

~$0.01–0.05 per request

gpt-4o

Input

$2.50 / 1M tokens

Output

$10 / 1M tokens

Typical / request

~$0.01–0.04 per request

Self-hosted

Input

Free

Output

Free

Typical / request

Hardware cost only

FAQ

Frequently Asked Questions

Everything you need to know about Cortex.

Support & Contact

We're Here to Help

Have a question, found a bug, or need help getting started? Reach out through Discord or email — we respond fast.

Discord Community

Fastest Response

Join the Cortex Discord server for real-time help, feature requests, and community discussions. This is the fastest way to get support.

Usually responds within a few hours
Join Discord

Email Support

Professional License

For billing questions, license issues, or detailed technical support. Professional license holders receive priority email responses.

support@cortexue5.com
Send Email

Quick Help

Before reaching out, check if your question is already answered:

Response Times

Discord~2–4 hours
Email (Pro)~24 hours
Email (Standard)~48 hours
Available Now on Fab

Build Faster.
Ship Smarter.

Stop context-switching between docs, Stack Overflow, and your editor. Cortex brings 18 AI-powered builders directly into UE5 — no subscription, no setup, just results.

✓ One-time purchase✓ No subscription needed✓ UE5.7+ compatible✓ Windows 64-bit✓ Your API key, your data