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Descrizione

GenAI Bridge — AI Co-Pilot & Runtime LLM Framework for Unreal Engine

GenAI Bridge brings natural-language automation, generative AI workflows, and runtime LLM integrations directly to Unreal Engine 5. Powered by an internal Model Context Protocol (MCP) server, GenAI Bridge connects your editor to leading AI tools like Claude, Cursor, and Copilot—enabling you to build Blueprints, generate and patch C++ code, control Niagara particle systems, profile performance bottlenecks, construct procedural materials, and synthesize music using plain-text prompts.

Beyond editor automation, GenAI Bridge includes a full runtime framework to ship games with real-time AI dialogue, streaming responses, dynamic tool-use agents, and semantic vector embeddings.

Key Highlights
  • 214 Editor MCP Tools: Complete editor control across 11 dedicated tool categories—Blueprints, Niagara, Profiling, Audio, C++, Level Actors, Materials, UMG Widgets, Animations, Graph Nodes, Components, and Assets.

  • Niagara VFX & Particle Suite: Programmatically spawn particle systems, discover emitter templates, bind emitters, and modify exposed User Parameters (float, vector, color, bool) in real time.

  • AI Performance & Profiling: Identify Game Thread, Render Thread, and GPU bottlenecks live; capture memory snapshots; and automatically scan and fix unoptimized content-browser textures (missing mips, NPOT dimensions, oversized limits).

  • Audio & Music Generation: Synthesize ~30s, 44.1kHz stereo music tracks via Google Gemini (Lyria 3 Clip) directly imported as USoundWave assets, or procedurally author USoundCue graph nodes, wiring, and reflection properties.

  • Substrate & Classic PBR Engine: Intelligent material creation supporting classic PBR and UE5 Substrate BSDF slabs, including triplanar projection and Texture2DArray packing.

  • Live C++ Hot-Reloading: Generate fully boilerplated UE5 classes, components, subsystems, network RPCs, and run Live Coding recompiles on the fly.

  • Non-Destructive Safety & Backups: Automatic byte-level package backup and restore system (.uasset) alongside .genaibak text file copies to protect work against edit errors.

  • Multi-Assistant Architecture: Compatible with Claude Desktop, Cursor, Cline, and custom clients over stdio MCP; switch between OpenAI, Anthropic, Gemini, Ollama (local), or custom endpoints.

  • Full Gameplay Runtime Layer: Complete Blueprint & C++ API for gameplay features—NPC dialogue, multi-turn sessions, streaming text, ReAct tool agents, and vector math embeddings.

Core Tool Categories (214 Tools)
  • blueprints (19 Tools): Create, patch, validate, export Blueprints; manage variables, replication, and graph statistics.

  • nodes (27 Tools): Typed node placement, pin splitting/connections, and graph layout polishing.

  • components_assets (38 Tools): Manage components, skeletal/static meshes, materials, textures, and package backups.

  • level_actors (29 Tools): Level manipulation, actor spawning/transforms, Outliner folder management, NavMesh building, and PIE.

  • cpp (36 Tools): Class/plugin generation, source reading, unified diff patching (patch_cpp), and Live Coding compilation.

  • widgets_anim_ai (23 Tools): Construct UMG UI widgets, Animation Blueprints, Behavior Trees, and USTRUCT definitions.

  • editor (8 Tools): PIE control, output log reads, viewport screenshots, console command execution, and path inspection.

  • imaging (6 Tools): In-process texture generation (procedural/PBR terrain/AI text-to-texture), Substrate auto-detection, and Texture2DArray creation.

  • audio (6 Tools): AI music generation (Gemini Lyria 3) and full USoundCue authoring (node insertion, wiring, reflection properties).

  • niagara (7 Tools): Create empty Niagara systems, discover templates, attach emitters, spawn VFX in-level, and tweak user parameters live.

  • profiling (3 Tools): Real-time thread timing (Game/Render/GPU), memory counters, and Content Browser texture optimization scans.

Feature Deep-Dive1. Niagara VFX & Particle Authoring
  • create_niagara_system: Instantiates a clean, empty UNiagaraSystem asset from scratch.

  • list_niagara_emitter_templates: Discovers valid engine and project UNiagaraEmitter template paths.

  • add_niagara_emitter: Attaches an emitter into an existing system and syncs the System Overview graph automatically.

  • spawn_niagara_system: Spawns systems at specific world coordinates or attached to target level actors.

  • set_niagara_parameter: Dynamically adjusts float, vector, linear color, or boolean parameters on live Niagara Components.

2. Performance & Profiling Suite
  • get_frame_timing: Evaluates active FPS and breaks down delta times across Game Thread, Render Thread, and GPU to detect primary execution bottlenecks.

  • profile_stat_counters: Returns system RAM utilization and active viewport resolution metrics.

  • find_unoptimized_textures: Scans the Content Browser for missing Mipmaps, Non-Power-of-Two (NPOT) dimensions, or oversized resolutions, with an optional auto_fix flag to resolve settings immediately.

3. Audio & SoundCue Automation
  • generate_music_track: Converts text prompts into ~30s 44.1kHz stereo audio tracks using Gemini Lyria 3, automatically imported into the project as a USoundWave asset.

  • create_sound_cue: Generates new USoundCue graph assets.

  • add_sound_cue_node & connect_sound_cue_nodes: Adds WavePlayers, Modulators, Mixers, Random, or Attenuation nodes and wires parent/child execution pins programmatically.

  • set_sound_cue_node_property: Uses C++ reflection to modify properties on any USoundNode subclass.

4. Blueprint Node Graph Authoring
  • dump_node_library: Exports an updated catalogue of all available Blueprint nodes in the project.

  • validate_blueprint_nodes: Runs structural validation on JSON node representations prior to asset creation.

  • create_blueprint_with_nodes & patch_blueprint_graph: Constructs or idempotently patches Blueprint graphs using stable node keys.

  • polish_blueprint_graph: Automatically straightens execution wires and separates overlapping nodes for visual clarity.

5. C++ Code Authoring & Patching
  • patch_cpp: Applies non-destructive unified diffs to source files. Refuses ambiguous hunks to protect code integrity and creates .genaibak safety copies prior to saving.

  • write_cpp: Generates complete C++ classes, components, and subsystems with automatic encoding and line-ending preservation.

Gameplay Runtime Layer
  • Multi-Turn Chat Sessions: Blueprint/C++ nodes for single-shot or conversational LLM requests with context-window tracking.

  • Real-time Token Streaming: Delegate callbacks tailored for typewriter UMG UI text and dynamic subtitles.

  • ReAct Agent Framework: Autonomous multi-step agents capable of evaluating game state and triggering custom C++ or Blueprint functions dynamically.

  • Vector Math & Embeddings: Converts in-game text into float vectors for semantic search, memory recall, and cosine similarity evaluation.

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