Tiny Tool Development

// PUBLIC SITE / 0.5

Tiny Tool Development

A governed Unreal tool ecosystem, from focused editor utilities to evidence-aware automation.

Fab shows the price. These pages show the editor surface you actually get.

UMCP is live on Fab; the next advanced tools are visible before their listings.

Small scope, visible workflow, restore button where it matters.

For teams tired of solving the same Unreal paper cut every sprint.

Documentation ships with the plugin — not as a post-release archaeology project.

Live product slides
Internal Index Service product slide
AI Plugins

Internal Index Service

Project material becomes a local index you can search and audit — without letting automation rewrite assets.

Open tool page Available on Fab
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7

product areas

AREA
34

tools

TOOLS
7

bridges

BRIDGES
5.4-5.8

catalogue range

UE

// CURRENT FACTS

Published state, UE support, and product boundaries from the current catalogue.

Current catalogue facts keep source state, workflow boundary, function/settings/failure-mode coverage, and the UE 5.4-5.8 catalogue engine range visible.

FACTS
UE catalogue range 5.4-5.8 catalogue range

Individual cards and pages show their declared or verified support separately.

Fact-backed entries 38

Product-facts sheets currently feeding public catalogue copy.

Implementation-ledger entries 0

Current code and test proof separated from later roadmap claims.

In publishment 10

Products shown as publication queue, not live Fab listings.

Free companions 7

Current companion adapters; IIS MCP exposure now routes through UCM and UMCP.

// PRODUCT AREAS

Small tools, clear ownership, real editor surfaces.

01

AI Plugins

Local indexes, provider routes, model policy, and agent-facing workflows.

02

Editor Tools

Editor governance, diagnostics, performance, asset quality, and rendering-review workflows.

03

Scene Tools

Spline, track, and environment tools for productive scene authoring.

04

Foundation Plugins

Setup-driven interoperability, capability registration, and route orchestration for plugin ecosystems.

05

Engine Plugins

Runtime and editor foundations for asset data, providers, and engine-level workflows.

06

Example Projects

Free companion integrations and reference adapters that keep ownership boundaries visible.

07

Outer Tools

Standalone tools around the Unreal plugin ecosystem, including modeling and architecture workflows.

// INDEX

Product catalogue for Unreal workflows.

AI Plugins Available on Fab

Internal Index Service

Agents guess from whatever file was open — not from project evidence.

UE5.4; current descriptor/build line UE 5.8StateInternalIndexService.uplugin VersionName 1.0.8 / Version 6Surface6 functions / 15 settings / 5 failure modes / 2 bridges

Local indexes, retrieval, context packs, embedding jobs, and agent-facing search.

More context

Internal Index Service is available on Fab as a paid Unreal Engine plugin. It gives AI-assisted tools a local project memory layer with retrieval-only guardrails, context packs, embedding jobs, and inspectable agent-facing search.

Boundary
Local evidence indexing and retrieval service for Unreal projects; IIS imports prepared chunks, builds lexical/vector catalogs, assembles context packs, and exposes read-only search tools without mutating project assets.
Workflow
Import prepared evidence chunks, build the local catalog, search or assemble context packs, and optionally expose the same read-only retrieval tools to agents through Capability Mesh and Unified MCP Server.
Functions
ImportPreparedChunks; Search; BuildContextPack
Settings
Vector Backend; Index Root; Brute Force Max Records
Failure modes
Vector search returns no results.; HNSW index cannot load or produces backend warnings.; Runtime tune or index act-verb returns disabled.
See what you get
AI Plugins Available on Fab

LLM Store

Every feature hardcodes its own model — and nobody sees the bill.

UE5.4; current descriptor/build line UE 5.8StateLLMStore.uplugin VersionName 1.1.1 / Version 111Surface3 functions / 3 settings / 3 failure modes / 2 bridges

Central management for AI providers, models, routes, policies, costs, and secrets.

More context

An editor control point for local and remote models, including governance and optional agent-facing surfaces.

Boundary
Central Unreal governance and execution layer for providers, models, routes, policies, costs, secrets, and optional agent adapters.
Workflow
Configure providers, models, task routes, route policies, and secret backends, then execute stable TaskKind routes from feature plugins or tools.
Functions
TaskKind; Execute Route; Get Readiness
Settings
Providers; Routes; SecretBackend
Failure modes
Provider Is Not Reachable; Route Does Not Resolve; Missing API Key
See what you get
AI Plugins Available on Fab

Unified MCP Server

Tool plugins each ship their own transport setup, and agent clients end up learning multiple patterns.

UE5.4; current descriptor/build line UE 5.8StateUnifiedMcpServer.uplugin VersionName 1.0.10 / Version 9Surface4 functions / 3 settings / 4 failure modes / 1 bridge

Editor-only loopback MCP host with provider registry, bearer-token auth, and modular tool aggregation.

More context

Unified MCP Server (UMCP) is available on Fab. It hosts local MCP transport, discovers provider tools, and aggregates editor job status through UCM routes when Unreal Capability Mesh is enabled.

Boundary
Editor-local loopback MCP host with provider registry, scoped bearer tokens, access policy, and redacted diagnostics.
Workflow
Start the local MCP server, read the handshake file, configure a local client with a scoped bearer token, list tools, and call provider tools through the shared endpoint.
Functions
tools/list; tools/call; Rotate MCP Token
Settings
Server Port; Access Profile; Enable Access Journal
Failure modes
Status Response Would Expose Tokens; Client Gets 401 Unauthorized; Handshake File Is Missing
See what you get
AI Plugins Internal shared runtime

Tiny Tool Execution Runtime

Tool discovery, execution state, progress, and cancellation fragment when every transport and plugin invents its own contract.

UE5.4-5.8StateDestination branches 5.5-5.8 pass Editor and Game gates with zero warnings; the UE 5.8 Epic bridge passes 6/6 automation tests.Surface1 function / 1 failure mode / 2 bridges

Owns tool, invocation, resource, and artifact lifecycle without owning transport or UCM policy.

More context

TTER keeps general execution behavior on the Unreal Engine 5.4 floor. Optional UMCP/UCM and UE 5.8 Epic adapters consume the product-owned registries through ITinyToolExecutionModule.

Boundary
One transport-neutral discovery and invocation contract for Tiny Tool providers from Unreal Engine 5.4 onward.
Workflow
Register a provider, discover descriptors, dispatch through the invocation registry, report progress, and return bounded typed content.
Functions
Discover and invoke Tiny Tools
Failure modes
Tool cannot be resolved
Optional bridges
TinyToolExecutionIntegrationBridge; UnifiedEpicMcpBridge
See what you get
Example Projects Free companion

Tiny Tool Execution Integration Bridge

UE5.4; current descriptor/build line UE 5.8StateUE 5.4 build, live integration tests, UMCP tests, global autark gate, and isolated TTER package checks are green.Surface1 function / 1 setting / 2 failure modes / 1 bridge

Connects Tiny Tool Execution with Unified MCP Server and Unreal Capability Mesh.

More context

The bridge owns editor-only adapter registration and DTO translation. It reloads UCM setup before initial TTER discovery and normalizes natural projected-route arguments to the generic request_json endpoint convention while TTER, UMCP, and UCM retain lifecycle, transport, access, audit, and route authority.

Boundary
Optional editor adapter package that connects TTER registries to UMCP transport seams and UCM route projection without reversing core dependencies.
Workflow
Enable TTER, UCM, UMCP, and this bridge; at PostEngineInit the module reloads UCM setup, discovers projected routes, and registers meta-tools, resources, cancellation, and route adapters.
Functions
Register Tiny Tool Execution integration bridge
Settings
Bridge loading phase
Failure modes
Required integration plugin unavailable; Reflected projected route receives empty request values
See what you get
AI Plugins Advanced Preview

Project Restructure Service

Reviewed restructure ideas still become risky when the actual move/apply step is informal.

UE5.4StateProjectRestructureService.uplugin VersionName 1.0.1 / Version 2Surface3 functions / 3 settings / 3 failure modes / 1 bridge

Safe, gated project restructuring and placement execution for reviewed Unreal workflow plans.

More context

Project Restructure Service is an advanced-preview mutation authority for approved structural plans: validation, dry-run diffs, gate/hash checks, clean-git preflight, apply handlers, verification, run metadata, and rollback.

Boundary
Gated project restructuring executor for reviewed placement plans, deterministic dry-run diffs, hash-checked apply, verification, and rollback.
Workflow
Load a reviewed plan, validate trusted roots, build a dry-run diff, review hashes, apply with matching gate evidence, verify, and roll back by run id when needed.
Functions
BuildDryRunDiff; ApplyPlan; Rollback
Settings
TargetProjectRoot; SourceRoots; GateToken
Failure modes
Dirty Working Tree Blocks Apply; Gate Rejected; Verify Failed
See what you get
AI Plugins In Publishment

Unreal Integration Intelligence

Integration review produces useful knowledge, then loses shape before other tools can use it.

UE5.4; current descriptor/build line UE 5.8StateDescriptor, package docs, UCM manifests, dossier core tests, Translation-Evidence input validation, and public projections reconciled; a full dual-index Translation-Evidence happy-path test and real Slot 01/02 product-image captures remain tracked follow-ups.Surface4 functions / 3 settings / 3 failure modes / 1 bridge

Unreal Integration Intelligence is in publishment for version 1.1.3 and prepares Unreal project evidence, System Dossiers, optional Translation Evidence, RAG-ready chunks, review packs, and bridge-ready handoff contracts.

More context

Unreal Integration Intelligence is an in-publishment evidence producer for Unreal projects: profile validation, project/source/asset evidence export, System Dossier generation, optional source/target Translation Evidence, review packs, RAG chunks, and IIS-ready handoff artifacts.

Boundary
Evidence producer for Unreal project truth, review packs, RAG-ready chunks, handoff contracts, and optional Translation Evidence without owning retrieval, embeddings, model routes, or mutation.
Workflow
Validate a profile, export local Unreal evidence, build review or handoff artifacts, and let downstream owners index or consume them after review.
Functions
Export Evidence; Validate Profile; Read Latest Handoff
Settings
ProfileId; AllowedSourceRoots; RootContentPath
Failure modes
Profile Invalid; Export Writes No Artifacts; Handoff Missing
See what you get
Foundation Plugins Available on Fab

Unreal Capability Mesh

Every plugin integration has to choose between direct coupling and brittle glue code.

UE5.4; current descriptor/build line UE 5.8StateCore setup, discovery, planning, execution, orientation, and editor surfaces verified; plugin-local manifests demonstrated in packaged foreign-editor hosts; TTER projection and runtime/editor separation implemented and UE 5.4 verified.Surface3 functions / 3 settings / 3 failure modes / 1 bridge

Setup-driven interoperability hub for Unreal plugins through manifests, capabilities, schemas, and route governance.

More context

Unreal Capability Mesh is published on Fab. It lets editor plugins discover capabilities, compose safe routes, expose editor job surfaces, and run compatible tool chains without direct compile-time coupling. Plugin-local manifests can travel in packaged engine plugins, and the optional TTER integration projects those routes while UCM retains planning, approval, dry-run, transform, and execution authority.

Boundary
Setup-driven interoperability hub for declared capabilities, endpoints, schemas, rules, routes, transforms, adapters, diagnostics, and generic gateway access.
Workflow
Reload setup, inspect discovered capabilities and routes, dry-run route plans, execute approved routes, and review local diagnostics and reports.
Functions
Reload Setup; Dry Run; Route Catalog
Settings
project_profile.json; experimental_self_approval_all_routes; enabled_route_manifests
Failure modes
Setup Load Fails; Route Is Blocked; Endpoint Invocation Fails
See what you get
Scene Tools Available on Fab

Async Spline Builder

One spline tweak can turn into layout, connector, terrain, and rebuild coordination.

UE5.4; current descriptor/build line UE 5.8StateAsyncSplineBuilder.uplugin VersionName 1.1.3 / Version 3Surface7 functions / 4 capabilities / 5 settings / 5 failure modes / 1 bridge

Builds multi-layout roads, tracks, pipes, rails, walls, and side objects along Unreal splines.

More context

Useful for technical route, circuit, and environment authoring with repeatable segment workflows, native track-shape editing, tagged cleanup, connector-aware layout metadata, and visual-only connector endpoint labels.

Boundary
Scene-authoring spline generator for roads, tracks, pipes, rails, walls, side objects, layout-aware builds, native editor track-shape authoring, passive layout connector metadata, and optional connector endpoint diagnostics.
Workflow
Place or select an ASplineGeneratingActor, author main/pit/alternate layouts in the panel or native Track Shape Editor, validate settings and connectors, optionally inspect connector endpoints, rebuild tagged geometry, and optionally apply landscape or wall tools.
Functions
Track Shape Editor; Build Now; Rebuild
Capabilities
multi_layout_builds; native_track_shape_editor; layout_connectors
Settings
MainMesh; SegmentsPerTick; bGenerateGroundWalls
See what you get
Editor Tools Available on Fab

Code Copyright Editor

Release week finds headers that never matched the template.

UE5.4; current descriptor/build line UE 5.8StateCodeCopyrightEditor.uplugin VersionName 1.0.3 / Version 3Surface3 functions / 3 settings / 3 failure modes / 1 bridge

Keeps copyright headers, project notices, metadata, and CI checks consistent.

More context

For teams that do not want to maintain source notices manually or miss them during releases.

Boundary
Scan-first Unreal editor, commandlet, and optional route surface for controlled source notice review, selected rewrites, project notice updates, and evidence reports.
Workflow
Configure owner, license, templates, and scan scope; scan without mutation; review classifications; apply selected safe changes; and write reports when needed.
Functions
Scan Files; Apply Selected; Write Reports
Settings
OwnerName; SourceNoticeTemplate; ScanRootPaths
Failure modes
The Tool Does Not Appear In The Tools Menu; Scan Finds No Files; Write Errors
See what you get
Editor Tools Available on Fab

Lightweight Editor Mode

The viewport looks great until selecting an actor feels sluggish.

UE5.4; current descriptor/build line UE 5.8StateLightweightEditorMode.uplugin VersionName 1.0.4 / Version 3Surface3 functions / 3 settings / 3 failure modes / 1 bridge

Reduces Unreal Editor viewport and rendering cost through reversible profiles.

More context

A tool for heavy projects, live demos, laptops, and any situation where editor responsiveness matters.

Boundary
Reversible editor performance overlay that applies visible profile-based viewport, scalability, CVar, and realtime reductions without changing runtime game settings.
Workflow
Choose a Mild, Balanced, Aggressive, or Extreme profile, enable lightweight mode while editing, and disable it to restore the previous editor state.
Functions
Enable Lightweight Mode; Disable Lightweight Mode; Refresh
Settings
AggressivenessLevel; ScreenPercentage; bForceUnlitViewports
Failure modes
The plugin window is missing; Viewports stay Unlit after disabling; Disable does not restore a CVar
See what you get
Editor Tools Available on Fab

LogLevelEditor

The one log line you need is buried under fifty you do not.

UE5.4; current descriptor/build line UE 5.8StateLogLevelEditor.uplugin VersionName 1.1.5 / Version 4Surface3 functions / 3 settings / 3 failure modes / 1 bridge

Finds Unreal log categories and changes verbosity levels in a focused surface.

More context

Helps debugging when logs need to become more precise without hunting through configuration files.

Boundary
Standalone editor surface for discovering Unreal log categories, inspecting verbosity, filtering noisy channels, and persisting intentional overrides.
Workflow
Scan source roots for log categories, review runtime/default verbosity, set intentional overrides, and persist selected changes in a DataAsset.
Functions
Scan; Set Verbosity; Hide Category
Settings
LogLevelDataAsset; bAlsoListEnginePluginChannels; LogChannelsToHide
Failure modes
The Tool Does Not Show My Category; Changing A Verbosity Does Nothing; Scanning Takes Too Long
See what you get
Editor Tools Available on Fab

Naming Convention Utility

Everyone agrees on SM_ until a bulk rename touches real project references.

UE5.4; current descriptor/build line UE 5.8StateNamingConventionUtility.uplugin VersionName 1.1.1 / Version 4Surface4 functions / 3 profiles / 4 capabilities / 3 settings / 3 failure modes / 1 bridge

Previews, scores, and applies Unreal asset naming rules through a guarded Naming Workbench.

More context

For projects where asset names are pipeline signals and folder cleanup needs reviewable policy, profile choice, selective apply, and audit evidence.

Boundary
Preview-first Unreal asset naming workbench with built-in profiles, compliance summaries, plan hashes, audit reports, and guarded AssetTools rename workflows.
Workflow
Define naming rules in a DataAsset or imported DataTable, open the Naming Workbench or Content Browser action, preview a rename plan, inspect compliance and skip reasons, and apply only accepted Unreal-safe renames.
Functions
Open Workbench; Preview; Apply
Profiles
Epic Recommended; Tiny Legacy 1.0.x; Project Custom
Capabilities
compliance_score; canonical_plan_hash; audit_report
See what you get
Editor Tools Available on Fab

Performance Preset Wizard

"Drop scalability for the demo" — and the project never quite returns.

UE5.4; current descriptor/build line UE 5.8StatePerformancePresetWizard.uplugin VersionName 1.1.3 / Version 4Surface3 functions / 3 settings / 3 failure modes / 1 bridge

Creates, reviews, applies, and restores reusable performance presets.

More context

Turns scalability settings and CVar overrides into a traceable editor process.

Boundary
Runtime/editor preset authoring and apply/restore tool for reusable Unreal scalability and CVar profiles.
Workflow
Author or select a UPerformancePresetAsset, review its scalability and CVar effects, apply it manually, and restore the captured previous state when needed.
Functions
List Presets; Apply Preset; Restore Previous
Settings
Startup Preset; Runtime Preset Library; Max Backup History
Failure modes
No Presets Are Listed; A Preset Cannot Be Applied; Restore Previous Is Unavailable
See what you get
Editor Tools In Publishment

Smart Content Diet

The Content Browser grows; nobody knows what is safe to cut.

UE5.4; current descriptor/build line UE 5.8StateSmartContentDiet.uplugin VersionName 1.0.6 / Version 5Surface3 functions / 3 settings / 3 failure modes / 1 bridge

Content health review, analyzer coverage, cleanup queues, governance snapshots, and safe action previews.

More context

Smart Content Diet is in publishment. Its product surface is grounded in analyzer coverage, role-aware review text, UCM route notes, and preview/apply-safe cleanup boundaries.

Boundary
Safety-forward content-health analysis, review, preview, and guarded optimization workflow for Unreal assets.
Workflow
Open Smart Content Diet, run a Quick Safe scan, review findings, preview the safe queue, apply only reviewed safe fixes, and re-scan to measure improvement.
Functions
Quick Safe Scan; Preview Safe; Apply Safe
Settings
Role / Audience; Scan Depth; Approval / Safety
Failure modes
Run scan first; Apply is blocked or asks for approval; A cross-plugin route shows "available but plugin not loaded"
See what you get
Example Projects Free companion

SCD IIS Similarity Bridge

UE5.4StateMixed State - implemented free companion bridge outside active buyer-doc gate scopeSurface1 bridge

Connects SCD similarity requests and health evidence with IIS retrieval contracts.

More context

The bridge connects systems without blurring the ownership boundaries of Smart Content Diet and Internal Index Service.

Boundary
Free companion bridge that registers SCD provider id iis-similarity and imports SCD health-evidence JSONL into IIS prepared chunks without moving indexing ownership into SCD.
Workflow
Enable SCD, IIS, and the bridge, run SCD health scans, import evidence JSONL through the bridge, then request semantic similarity via the iis-similarity provider.
Optional bridges
UCM
See what you get
Example Projects Free companion

SCD PRS Bridge

UE5.4StateMixed State - implemented free companion bridge outside active buyer-doc gate scopeSurface1 bridge

Connects reviewed SCD placement moves with guarded PRS restructure workflows.

More context

The bridge connects systems without blurring the ownership boundaries of Smart Content Diet and Project Restructure Service.

Boundary
Free companion bridge that adapts reviewed SCD placement proposals into PRS validation, dry-run, apply, and rollback APIs without moving execution governance into SCD.
Workflow
Enable SCD, PRS, and the bridge, review SCD placement proposals, preview PRS validation and dry-run through the bridge, then apply only after explicit user confirmation.
Optional bridges
UCM
See what you get
Example Projects Free companion

SCD UII Migration Bridge

UE5.4StateMixed State - implemented free companion bridge outside active buyer-doc gate scopeSurface1 bridge

Connects UII migration handoff artifacts with SCD migration-advice workflows.

More context

The bridge connects systems without blurring the ownership boundaries of Smart Content Diet and Unreal Integration Intelligence.

Boundary
Free companion bridge that registers SCD advisor id uii-migration and translates UII migration handoff evidence into advisory SCD migration findings.
Workflow
Enable SCD, UII, and the bridge, run the UII workflow that writes migration handoff artifacts, then request advisory migration findings through the uii-migration provider in SCD.
Optional bridges
UCM
See what you get
Example Projects Free companion

IIS LLM Store Bridge

Embedding jobs should not smuggle API keys into the indexer.

UE5.4; current descriptor/build line UE 5.8StateInternalIndexServiceLLMStoreBridge.uplugin VersionName 1.0.2 / Version 3Surface4 functions / 4 settings / 4 failure modes / 1 bridge

Connects IIS embedding jobs with LLM Store routes and governance.

More context

The bridge connects systems without blurring the ownership boundaries of the core plugins.

Boundary
Free companion bridge that registers IIS executor id llmstore and adapts IIS embedding requests to LLM Store routes without moving provider governance into IIS.
Workflow
Enable IIS, LLM Store, and the bridge, configure an LLM Store embedding route, verify executor id llmstore, then run IIS embedding jobs through bridge diagnostics or normal IIS workflows.
Functions
ResolveEmbeddingRouteViaBridge; ExecuteEmbeddingRouteViaBridge; ExecuteSimpleEmbeddingViaBridge
Settings
EmbeddingExecutorId; llmstore; RouteId
Failure modes
Bridge Not Registered; LLM Store Unavailable; Embedding Route Missing
See what you get
Example Projects Free companion

UII IIS Bridge

UII extracts rich evidence — then it sits in a folder IIS never indexes.

UE5.4StateMixed State - implemented free companion bridge outside active buyer-doc gate scopeSurface1 bridge

Connects UII handoff artifacts with IIS import, catalog, retrieval, and context-pack workflows.

More context

The bridge connects systems without blurring the ownership boundaries of Unreal Integration Intelligence and Internal Index Service.

Boundary
Free companion bridge that reads UII handoff contracts from disk and docks prepared evidence into IIS through IIS public APIs without moving import ownership into UII.
Workflow
Enable UII, IIS, and the bridge, generate the UII iis_import_contract.json handoff, then run the bridge pipeline for import, catalog, bounded embedding jobs, smoke search, and context packs.
Optional bridges
UCM
See what you get
Editor Tools In Publishment

Visual Fidelity Director

UE5.4; current descriptor/build line UE 5.8StateDescriptor, source, schemas, package filter, buyer docs, product facts, cockpit automation tests, Blueprint library, and showcase asset are reconciled for 2.0.0; fact-bound product-image rework remains a tracked follow-up outside this repo tree.Surface8 functions / 4 settings / 6 failure modes

Visual Fidelity Director 2.0.0 is in publishment with a profile-centric cockpit, fidelity profiles, evidence lanes, governed persistent apply, multi-frame live metrics, Blueprint library, and integrated Expert Tools for legacy snapshot/recipe workflows.

More context

Visual Fidelity Director is in publishment as an Unreal Editor plugin for profile-centric visual-quality review. The 2.0 cockpit exposes composition axes with variant selection, inheritance path, provenance, findings, profile comparison, and approval-gated config writes, while Expert Tools keeps 1.x snapshot, recipe, scanner, and session preview workflows.

Boundary
Profile-centric visual-quality cockpit and diagnosis layer above Unreal rendering settings, fidelity profiles, evidence, governed config apply, recipes, reports, and guarded preview apply.
Workflow
Open Tiny Tools > Visual Fidelity Director, refresh the Cockpit page, review profiles and composition axes with variant/provenance detail, compare profiles, optionally approve governed persistent apply, and use Expert Tools for snapshots, recipe dry-runs, and session preview apply with rollback.
Functions
Cockpit Refresh; Profile Comparison; Governed Persistent Apply
Settings
Axis Intent; Governed Apply Destinations; Preview Apply Support (Expert Tools)
Failure modes
Live Metrics Unavailable; Governed Apply Skipped Everything; Preview Apply Skipped Everything
See what you get
Editor Tools In Publishment

Smart Documentation Assistant

UE5.4; current descriptor/build line UE 5.8StateUE 5.4 Win64 compilation and clean BuildPlugin succeeded; full SDA automation recorded 87 total with 86 succeeded, 1 expected succeeded-with-warning fallback disclosure, and 0 failures; five AES-encrypted UE 5.4-5.8 archives passed 5/5 vault-backed extraction checks; real compiled-panel captures 09/10 are recorded. The signed-in Fab portal was inspected read-only and remains an incomplete, unsubmitted draft. UE 5.5-5.8 archive rows prove staged source-upload metadata and extraction, not local compilation.Surface4 functions / 6 capabilities / 8 settings / 9 failure modes / 2 bridges

Audits C++ source documentation and drafts review-gated documentation patches.

More context

Smart Documentation Assistant 1.3.0 is in publishment as a standalone-first Unreal C++ source documentation assistant: deterministic analysis works alone; the editor can run approval-snapshotted, nonblocking AI draft jobs through an optional modular provider; commandlets retain the bounded synchronous compatibility route.

Boundary
Standalone-first source documentation assistant for deterministic reflected/plain/free-function scans, optional same-file semantic findings, provider disclosure, prompt packs, patch plans, and review-gated documentation-only apply.
Workflow
Select a source scope, analyze documentation health, start a nonblocking draft generation or use local prompt fallback, inspect visible job/provider diagnostics, review PendingReview proposals, and apply only approved hash-checked documentation changes.
Functions
Analyze source; Run standalone workflow; Apply approved proposals
Capabilities
free_function_analysis; semantic_stale_analysis; provider_documentation_quality
Settings
ScopeId; RootPaths; bIncludePrivate
See what you get
Editor Tools In Publishment

Best Practices Journal

UE5.4; current descriptor/build line UE 5.8StateRuntime, editor, developer-tool, storage, validation, import/export, candidate-promotion, application-brief, outcome, evolution-graph, and Capability Mesh route surfaces are implemented and covered by plugin testsSurface4 functions / 4 settings / 4 failure modes / 1 bridge

Best Practices Journal 1.1.2 captures, reviews, organizes, and reuses evidence-backed engineering practices inside the editor.

More context

Best Practices Journal helps teams capture, review, organize, and reuse engineering practices directly inside the Unreal Editor - project-local records about proven practices, trade-offs, evidence, review state, and lessons learned. Imported provider material remains a candidate until explicit human promotion. It is decision support and does not change source files or assets.

Boundary
Standalone editor practice governance journal for evidence-backed engineering practices and intent-only implementation handoffs.
Workflow
Create or import a candidate, attach evidence, complete an explicit human review and promotion when accepted, create an application brief, then import implementation outcomes after downstream work.
Functions
Create practice record; Search practices; Create application brief
Settings
StorageBackend; StorageScope; StorageRootOverride
Failure modes
Practice Validation Failed; Brief Guardrail Rejected; Provider Missing
See what you get
Scene Tools Available on Fab

Procedural Generated Structures

UE5.4; current descriptor/build line UE 5.8StateProceduralGeneratedStructures.uplugin VersionName 1.0.3 / Version 4Surface4 functions / 3 settings / 3 failure modes / 1 bridge

Capture, preview, and rebuild instanced-static-mesh structures from a data asset, sync or across frames.

More context

Procedural Generated Structures builds reusable instanced-static-mesh structures from a data asset: capture existing ISM instances into a data asset, preview target components, blocking issues, mutation intent, progress, and exact post-prune counts, then rebuild those exact instances or generate additional row-based structures synchronously or spread across frames so the editor and game stay responsive.

Boundary
Builds reusable instanced static mesh structures from data assets with exact replay, generated rows, and rebuild planning.
Workflow
Place an Async Procedural Generated Actor, capture named instanced mesh components into a Procedural Structure Data Asset, inspect the build plan, and rebuild or extend the structure with row rules.
Functions
AAsyncProceduralGeneratedActor; UProceduralStructureDataAsset; GetBuildPlan
Settings
InstancesPerFrame; bUseAsyncBuild; bCenterGeneratedTransforms
Failure modes
Build produces no instances; Captured instances moved/recentered unexpectedly; Build hitches the editor / game on large structures
See what you get
Engine Plugins In Publishment

Asset Loader Studio

UE5.4; current descriptor/build line UE 5.8StateAssetLoaderStudio.uplugin VersionName 1.0.1 / Version 3Surface3 functions / 3 settings / 3 failure modes / 1 bridge

Asset loading, table snapshots, dependency graphs, validation, governed mutation, and audit workflows.

More context

Asset Loader Studio is in publishment as a standalone Unreal plugin for structured asset-data work: runtime load jobs, Blueprint access, editor workspace inspection, preview/apply governance, audit records, and optional UCM/UMCP reach paths.

Boundary
Standalone premium runtime/editor workspace for asset loading, table snapshots, dependency graphs, validation, governed mutation, and audit.
Workflow
Submit load requests, inspect job status and diagnostics, capture table snapshots, preview governed operations, apply allowed changes, and review audit records.
Functions
SubmitLoadRequest; CaptureTableSnapshot; PreviewOperation
Settings
DefaultProfileId; AllowedRoots; AuditRetentionDays
Failure modes
Missing Assets; Permission Denials; Failed Saves
See what you get
AI Plugins In Publishment

Asset Plugin Maker

UE5.4+ target; current descriptor/build line UE 5.8StateAsset-plugin and content-packaging mechanisms are implemented; both explicit and graph-derived ProjectContent edges are excluded from descriptor dependencies while build ordering is retained, imported classes accept only Class redirects, and all 14 compiler tests passed under UE 5.8; the 5.4-to-5.8 release ladder and exact target map/experience/PIE proof remain separateSurface14 functions / 7 settings / 9 failure modes / 5 bridges

Asset Plugin Maker combines Content Browser asset-to-plugin actions, UE 5.4-first profile-driven multi-pack content packaging, and recursive cross-project inventory. Scoped scans can expand None/Hard/HardAndSoft closure; pack modes duplicate/remap, preserve exact plugin or project package identity, or validate reviewed existing content. Exact Lyra gameplay equivalence remains unverified.

More context

APM scans selected source assets, adopted plugin mounts, scoped external content-packaging sources, or Unreal project plugin containers; pins source engine identity; records source-link snapshots and package facts; stores mappings and profiles as JSON; builds portable Asset Plugins or exact package layouts including sidecars and World Partition trees; records provenance and artifact/entrypoint indexes; exports rebuild contracts; and exposes plugin-local UCM manifests. Artifact materialization is distinct from target class/plugin compatibility, map load, experience activation, and PIE proof.

Boundary
Builds reviewable Asset Plugins and non-mutating cross-project inventories while preserving provenance and keeping transfer behind explicit approval.
Workflow
Right-click assets or folders for the buyer-facing Make/Add flow, or drive deterministic UE 5.4+ content-packaging profiles for scoped multi-pack work. For governed project composition, pin source engine/mounts/paths/closure, review each pack migration mode and target kind, audit the no-overlay plan and report index, and stop for explicit human review before mutation or behavioral claims.
Functions
Make Asset Plugin; Add To Asset Plugin; Adopt existing plugin
Settings
bShowEditorConfigurationsShortcut; SavedRoot; ReviewPackageRoot
Failure modes
Scoped source profile is rejected; ProjectContent or exact package execution is refused; A preserved map has missing World Partition content or does not behave like the source
See what you get
Engine Plugins In Publishment

Geo Provider Store

UE5.4+; current descriptor/build line UE 5.8StateGeoProviderStore.uplugin VersionName 1.0.1 / Version 3Surface5 functions / 3 settings / 5 failure modes / 1 bridge

Provider gateway for geospatial APIs, local datasets, license policy, provenance, and reports.

More context

Geo Provider Store is an In Publishment Unreal plugin for safe provider discovery, mock/offline validation, local dataset import, restricted provider handling, and reportable geodata requests.

Boundary
Standalone provider store for geospatial APIs and local datasets with normalized responses, license policy, provenance, cache policy, and reports.
Workflow
List providers, configure credential/profile policy, execute a mock or approved provider request, inspect provenance/license results, and write a reviewed request report.
Functions
List Providers; Execute Request; Write Request Report
Settings
bEnableMockProvider; bAllowNetworkRequestsByDefault; CredentialProfiles
Failure modes
Provider Is Missing; Network Request Is Blocked; Google Request Reports Have No Payload
See what you get
AI Plugins Internal

Project Intelligence Orchestrator

UE5.4+; current descriptor/build line UE 5.8StateVerified deterministic manifest, runner, journal, Port Blueprint, candidate write-back, enrichment/evaluation, and route mapping; content-packaging and composition compile/execute/materialize/verify implementations have UE 5.4 automation evidence while project acceptance remains an operator-owned activitySurface6 functions / 3 capabilities / 8 failure modes / 3 bridges

Project Intelligence Orchestrator 1.0.5 coordinates governed project-intelligence workflows and deterministic composition drafts, target-non-mutating preflight, approved execution, and findings-bearing verification through UCM routes and auditable journals; project acceptance remains explicitly human-gated.

More context

PIO validates workflow and composition manifests, invokes owner-held route seams, records run journals and artifacts, writes project-intelligence reports, and runs grounded enrichment/evaluation without owning transfer, mutation, journal promotion, or provider logic. The UE 5.4+ implementation enforces evidenced content-source mirror skips, a report-writing dry-run-only mode that performs no target transfer or wiring materialization, and variant comparison only for two passed reports with startup and frame measurements.

Boundary
UCM-first workflow orchestration layer that compiles reviewable drafts, requires evidenced mirror decisions, separates non-mutating preflight from real execution, and journals route-based runs without taking mutation or verification authority from route owners.
Workflow
Collect read/evidence, consume recursive source/target inventories, compile a deterministic draft, stop for explicit human review, run an approved target-non-mutating preflight, execute separately, and verify without promoting degraded or missing measurements to a pass.
Functions
ValidateWorkflowManifest; RunWorkflow; ExportHandoff
Capabilities
manifest_mode_validation; ucm_route_gateway_required; sensitive_input_redaction
Failure modes
CompositionMirrorSkipRejected; CompositionPreflightOnly; CompositionDraftRejected
See what you get
AI Plugins In Publishment

Unreal Blueprint Integrator

UE5.4 target; current descriptor/build line UE 5.8StateVerified inventory/deep export/translation-diagnostics/analysis/report/index/candidate/compare and route/audit surfaces; governed mutation preview/apply/rollback verified; add_variable, set_cdo_property, and upsert_data_asset implemented and UE 5.4 verifiedSurface6 functions / 2 settings / 6 failure modes / 5 bridges

Unreal Blueprint Integrator makes Blueprint assets reviewable as deterministic local evidence and exposes a governed mutation surface. Blueprint/DataAsset materialization uses the same safety interlock for add_variable, set_cdo_property, and upsert_data_asset.

More context

UBI 1.2.4 exposes the evidence pipeline, scoped read-only Blueprint compiler diagnostics, and FUbiMutationAssetOps for validated concrete changes. Preview remains read-only; apply requires a matching token, mutation profile, backup or explicit created-asset state, transaction, save, and audit; rollback restores backups or removes only the asset created by that operation.

Boundary
Autark Blueprint evidence and governed mutation plugin. Version 1.2.4 scans and exports Blueprint truth, reports scoped compiler diagnostics, analyzes evidence deterministically, and preview/apply/rolls back evidence-backed Blueprint/DataAsset changes without hard companion dependencies.
Workflow
Configure ScanRoots and ExcludeRoots, run Scan Blueprints or UbiScan (optionally with -DeepExport), review Saved/UBI/inventory/project.json and Saved/UBI/exports/project.deep.json, and capture compiler state through ubi.translation.diagnostics.v1; continue into analysis (Saved/UBI/analysis/ with claims[]), reports (Saved/UBI/reports/), candidates (Saved/UBI/journal-candidates/ with observedClaims), and indexes (Saved/UBI/indexes/) via UCM routes or the editor workspace; governed mutation preview/apply/rollback is available via ubi.mutation.* routes with backup, transaction, save, and audit.
Functions
ScanProject; UbiScan commandlet; Deep graph export
Settings
ScanRoots; ExcludeRoots
Failure modes
UbiScan prints ok false and exits 1; Inventory contains fewer Blueprints than expected; Deep export records contain anim_graph:anim_state_machine_traversal_pending or construction_script:scs_graph_traversal_pending incomplete entries
See what you get
AI Plugins In Publishment

Unreal Code Integrator

UE5.4; current descriptor/build line UE 5.8StateVerified local planning/apply/rollback and port-plan tests are checked in; release package and Fab portal evidence remain target evidence before live availability.Surface4 functions / 3 settings / 3 failure modes / 2 bridges

Controlled implementation planning, review, dry-run reporting, and approved Unreal project change coordination.

More context

Unreal Code Integrator is in publishment as a standalone Unreal plugin for deterministic request intake, integration planning, Blueprint-to-C++ port planning, safety gates, report writing, approved file/config changes, and rollback manifests without autonomous agent mutation.

Boundary
Review-first integrator that imports approved implementation intent, builds deterministic plans, validates gates, writes reports, and applies approved low-risk project file changes with rollback evidence.
Workflow
Import or create a request, BuildPlan or prepare a review-only port plan, validate gates, review reports, ApplyPlan only after approval, and RollbackApplyJob when needed.
Functions
BuildPlan; ApplyPlan; RollbackApplyJob
Settings
DefaultPolicyProfileId; bDryRunDefault; MaxFilesPerApplyJob
Failure modes
Plan Approval Missing; Apply Approval Missing; Rollback Manifest Missing
See what you get
Outer Tools Not Applicable

ArchitecturalKnowledgeDB

Architecture knowledge exists, but it is scattered across docs, diagrams, Git history, and people's memory.

UENot an Unreal Engine pluginStateCurrent implementation - standalone Python architecture knowledge database and MCP/HTTP/CLI serviceSurface8 functions / 7 settings / 5 failure modes / 5 bridges

Local architecture knowledge database for SADs, ADRs, UML, rules, provenance, drift checks, recall, and agent-ready context packs.

More context

ArchitecturalKnowledgeDB (AKDB) is a standalone Python outer tool in its own ArchitecturalKnowledgeDB repository. It creates project-aware SQLite knowledge bases, imports architecture documents and UML, scans selected Git metadata read-only, and serves humans, agents, AIaGMW, and companion workflows through CLI, FastAPI, and MCP stdio. It is the practical memory layer around the architecture corpus: register the project, reingest the current sources, ask for context before work, inspect drift during review, and keep the owning Git/docs and Git/UML files authoritative.

Boundary
Standalone local architecture knowledge database that indexes SAD, ADR, UML, rules, source areas, Git provenance, and agent memory while keeping source files authoritative.
Workflow
Register a project and its source repositories, import or reingest ADRs/documents/UML/rules/source areas, scan Git provenance read-only, ask search/recall/context-pack/MCP tools for task-specific architecture context, run consistency/staleness checks, then update owning source files and reingest.
Functions
Project setup and registry import; Import architecture corpus; Reingest project
Settings
AKDB_DATABASE_PATH; AKDB_SOURCE_ROOT; AKDB_DEFAULT_PROJECT
Failure modes
MCP search returns no project context; Reingest cannot write to the database; Semantic recall is unavailable
See what you get
Outer Tools Not Applicable

AI-Assisted Graphical Modeling Workspace

UENot an Unreal Engine pluginStateFact-backed product entrySurface5 functions / 3 settings / 2 failure modes / 1 bridge

Folder-based graphical UML editor with patch-first AI co-authoring and optional AKDB context enrichment.

More context

AIaGMW (AI-Assisted Graphical Modeling Workspace) is a TypeScript monorepo under Tools/AIaGMW. It opens a folder workspace, edits semantic UML models graphically, validates changes, and routes AI proposals through a reviewable patch engine. Publication to the TTD architecture corpus happens via PlantUML export to Git/UML, not by writing directly to AKDB.

Boundary
Standalone local-first UML modeling workspace where semantic JSON is canonical, diagrams are views, and AI co-authors submit reviewable patches.
Workflow
Open or create a workspace, model class/component/package (and V2 diagram types), review AI patch proposals, export PlantUML to Git/UML, reingest AKDB for retrieval.
Functions
Open workspace folder; Graphical class diagram editing; Submit and review patch proposal
Settings
MODEL_WORKSPACE_ROOT; AIAGMW_CONNECTORS_ENABLED; AIAGMW_AKDB_URL
Failure modes
Connector unavailable; Import conflict
See what you get
Outer Tools Not Applicable

TrackShape Toolchain

UENot an Unreal Engine pluginStateSpec-backed embedded toolchain; inner repository state managed separately from the parent workspaceSurface4 functions / 4 settings / 3 failure modes / 2 bridges

Deterministic Python toolchain for raster tracing, shape validation, Unreal spline compilation, reports, and optional MCP apply.

More context

TrackShape is the processing half of the external Track Shape workflow. It consumes track_shape.v1 files or two-color raster images, emits editable shape JSON, trace reports, compile reports, and unreal_spline_points.v1 output, and can optionally apply results to Unreal through an explicit dry-run-first MCP path.

Boundary
Python compiler/tracer/apply toolchain that turns track_shape.v1 or raster inputs into reports and derived Unreal spline point JSON.
Workflow
Trace a two-color image into track_shape.v1 or compile an authored shape file, inspect the report, write compiled Unreal spline points, and optionally apply to Unreal only with explicit approval.
Functions
Compile track shape; Trace track image; Dry-run apply
Settings
--shape; --out; --report-out
Failure modes
Compile exits nonzero; Trace emits warnings or no path; Apply does nothing
See what you get
Outer Tools Not Applicable

Track Shape Editor

UENot an Unreal Engine pluginStateCurrent implementation - local TypeScript/React editor with Docker and optional Tauri wrapperSurface4 functions / 3 settings / 3 failure modes / 2 bridges

Local graphical editor for deterministic track-shape JSON used before compiling or applying Unreal spline points.

More context

Track Shape Editor is the UI half of the external track-shape workflow under Tools/TrackShapeEditor. It edits, validates, previews, imports, and exports track_shape.v1 files through a React/Vite editor, Docker helper, and optional Tauri wrapper while delegating compiler/tracer/apply work to the sibling TrackShape toolchain.

Boundary
Local visual authoring UI for track_shape.v1 JSON; compiler, raster tracing, and Unreal apply belong to the TrackShape toolchain.
Workflow
Open or create a track_shape.v1 file, edit anchors/handles/layouts, inspect validation and metrics, save JSON, then call the TrackShape toolchain for trace, compile, or dry-run/apply steps.
Functions
Edit track shape JSON; Validate and inspect metrics; Import image or call tracer
Settings
EDITOR_PORT; VITE_PORT; TRACK_SHAPE_DIR
Failure modes
Compile or trace action fails; Saved file does not compile; Buyer docs imply Node or Vite is required for ASB
See what you get
Scene Tools Design / emerging target architecture

Game Featured Classes

UE5.x target; current descriptor follows project plugin shellStateCurrent package shell implemented; premium GameFeature Workbench target specified only.Surface13 functions / 9 settings / 6 failure modes / 4 bridges

Target architecture for a premium GameFeature Workbench with feature-class data assets, world-scoped actions, runtime registry resolution, discovery graph visualization, descriptor governance, guided repair, audit reports, sample fixtures, and optional Tiny Tools automation.

More context

GFC keeps Unreal GameFeatures and Experience systems as the activation/orchestration authority while adding a premium workbench around them. Feature authors declare classes and requirements; consumers resolve by feature id, role, interface, or fallback policy; maintainers scan a graph of descriptors, Experiences, actions, classes, consumers, blockers, and build decisions; validators inspect descriptors, action data, soft references, and build-target compatibility; repair services preview, stage, apply approved fixes, verify, audit, rollback/undo supported changes, and write local proof artifacts.

Boundary
GFC is a premium GameFeature Workbench that makes Unreal GameFeatures discoverable, authorable, validatable, visualizable, repairable, automatable, and safe to consume through declarative featured class contracts.
Workflow
Scan the feature graph, inspect descriptor/action/class findings, validate definitions and feature sets, author or repair featured class definitions through guided UI, register classes through standard GameFeature actions, resolve them through the runtime registry, and export graph/validation/repair proof.
Functions
RegisterFeaturedClasses; ResolveFeaturedClass; ActivateFeatureSet
Settings
bValidateDescriptorsOnStartup; bRequireExplicitlyLoaded; bWarnEnabledByDefault
Failure modes
Feature class lookup returns missing.; Feature activation is blocked.; Deactivated feature leaves behavior behind.
See what you get
Engine Plugins Advanced Preview

Lightning

Runtime data layout and Unreal object lifecycles become tightly coupled when one layer owns both.

UE5.4; current descriptor/build line UE 5.8StateRuntime, unified buyer documentation, package-real Quick Start sample, generic dirty-apply failure diagnostics, three-run SpawnDestroy evidence, two real Unreal Editor captures, and the clean six-slide gallery are recorded; the final Fab upload archive and saved portal draft remain pending.Surface4 functions / 3 settings / 3 failure modes / 1 bridge

Dependency-light data-oriented ECS runtime primitives plus a separately bounded Unreal bridge and optional bridge-local representation pooling.

More context

Lightning packages LightningCore and LightningUnrealBridge as sibling runtime modules. LightningCore owns plain entity, fragment, chunk, query, system, scheduler, dirty-tracking, transition, command-buffer, arena, and statistics contracts while depending only on Core. LightningUnrealBridge owns owner-token resolution, input gather, dirty output apply, structured MissingOutputFragment and ForcedOutputApplyFailure diagnostics, Actor representation transitions, optional bridge-local pool providers, and the fixed SpawnDestroy benchmark.

Boundary
One Unreal runtime plugin combining a Core-only ECS module with a separate Unreal object and Actor bridge module.
Workflow
Install and enable Lightning in a C++ project, run the shipped LightningQuickstartActor for a visible Output Log result, use FLightningWorld for plain ECS work, and optionally bind Unreal owners through ULightningBridgeWorldSubsystem for retry-safe presentation and representation work.
Functions
Create and run a Lightning world; GatherInput and ApplyDirtyOutput; ApplyRepresentationTransition
Settings
ChunkCapacity; RepresentationPolicy; PoolKey
Failure modes
Stale entity or owner is rejected; Dirty output remains set; Pool transition fails or degrades
See what you get
Scene Tools Design / emerging target architecture

Lightweight Dummy Actor System

UE5.x target; current descriptor follows project plugin modulesStateMVP 1+2+3 runtime, editor, developer, and automation tests implemented; optional adapters remain target.Surface4 functions / 4 settings / 3 failure modes / 4 bridges

Autonomous Unreal dummy actor representation system with snapshot transfer, promotion/demotion policy, diagnostics, editor inspector, validate commandlet, and optional project adapters.

More context

LDAS is designed as the Tiny Tools actor-representation bridge between scene runtime, future LightningCore entity representation, BPJ practices, and optional automation workflows. The core stays autark and WarCollection-neutral; WarCollection support is specified as an adapter/pilot that maps Experience, GameFeature, PawnData, PawnExtension, ASC, mesh readiness, authority, and replication contracts into LDAS readiness probes.

Boundary
LDAS is a project-agnostic runtime representation service that keeps logical subjects in lightweight dummy actors and promotes them to heavy actors only when policy and readiness contracts allow it.
Workflow
Register a logical subject, run it as a lightweight dummy actor, inspect readiness, and promote or demote it through explicit policy and snapshot transfer.
Functions
RegisterSubject; RequestPromotion; RequestDemotion
Settings
DefaultDummyActorClass; bAllowRuntimePromotion; PromotionCooldownSeconds
Failure modes
Promotion request remains dummy.; Demotion request keeps heavy actor active.; Dummy actor appears but has no rich visual.
See what you get
AI Plugins Internal optional bridge

Unified Epic MCP Bridge

UE5.8 Editor onlyStateUE 5.8 Editor and Game gates pass with zero warnings; 6/6 UnifiedEpicMcpBridge automation tests pass.Surface1 function / 1 setting / 1 failure mode / 1 bridge

Editor-only Epic MCP and Toolset Registry adapter for Tiny Tool Execution.

More context

The bridge consumes ITinyToolExecutionModule, preserves canonical and internal identities, shares one fail-closed allow-list across dynamic and fixed surfaces, and fully rebuilds on Epic tool refresh.

Boundary
Projects allowed canonical TTER tools into Epic's Unreal Engine 5.8 Editor MCP surfaces without a second registry truth.
Workflow
Discover live TTER tools, project allowed canonical IDs, register Epic surfaces, resolve calls to internal IDs, and rebuild on refresh.
Functions
Project allowed TTER tools into Epic MCP
Settings
EpicBridgeExposureMode
Failure modes
Epic call returns not_allowed
See what you get
AI Plugins Internal

Project Design Assistant PDA

UECurrent descriptor/build line UE 5.8; compatibility floor: see product docsStateRegistry descriptor onlySourceregistry-only

Editor-ready assistant for drafting project design briefs and integration handoffs.

More context

Editor-ready assistant for drafting project design briefs and integration handoffs.

See what you get
Editor Tools Internal

Editor Extension Base

UECurrent descriptor/build line UE 5.8; compatibility floor: see product docsStateRegistry descriptor onlySourceregistry-only

Editor Extension Base Classes

More context

Editor Extension Base Classes

See what you get
Example Projects Free companion

SDA LLM Store Bridge

UECurrent descriptor/build line UE 5.8; compatibility floor: see product docsStateRegistry descriptor onlySourceregistry-only

Optional companion bridge that provides native asynchronous LLM Store drafting jobs to Smart Documentation Assistant.

More context

Optional companion bridge that provides native asynchronous LLM Store drafting jobs to Smart Documentation Assistant.

See what you get

// LIVE AND NEXT

UMCP is on Fab; the advanced previews show what is already taking shape.

These cards separate marketplace availability from announced work in progress. The value text explains why each tool matters on its own and how it can join the wider Tiny Tool stack.

PREVIEW
01 Available on Fab

Live marketplace release

Unified MCP Server

UMCP is now a Fab-listed product and anchors the local MCP gateway story for provider tools, UCM-backed job visibility, and editor-owned endpoint lifecycle.

One loopback host for local agents while provider plugins keep their own domain logic.

Open context
02 Available on Fab

Live marketplace release

Internal Index Service

IIS is a Fab-listed local project memory layer with retrieval, embedding, catalog, context-pack, and evidence workflows for agent-facing search.

Turns project material into local, auditable context for search and agent workflows.

Open context
03 In Publishment

Publication queue

Smart Content Diet

SCD is in publishment with analyzer coverage, governance snapshots, cleanup queues, and preview/apply-safe boundaries ready for buyer-facing review.

Makes asset growth, cleanup candidates, review boundaries, and lead-facing reports visible before release pressure appears.

Open context
04 In Publishment

Publication queue

Smart Documentation Assistant

SDA is in publishment with source documentation scans, provider-status disclosure, prompt packs, patch plans, and review-gated documentation-only apply.

Turns source documentation drift into local reports, pending proposals, and hash-checked review work.

Open context
05 In Publishment

Publication queue

Asset Plugin Maker

APM is in publishment with source snapshots, recipes, target-plugin builds, origin ledgers, BOMs, validation reports, and release candidate evidence.

Turns selected Unreal content into reviewable target asset plugins with provenance and publication boundaries.

Open context
06 In Publishment

Publication queue

Asset Loader Studio

ALS is in publishment with load jobs, table snapshots, dependency graphs, governed operations, audit records, and optional UCM/UMCP routes.

Makes structured asset-data work inspectable before load, edit, apply, and support conversations.

Open context
07 In Publishment

Publication queue

Geo Provider Store

GPS is in publishment with provider registry, mock/offline validation, GIS import, request reporting, license policy, and provenance handoffs.

Keeps geodata requests useful for authoring without losing provider and license context.

Open context
08 In Publishment

Publication queue

Unreal Blueprint Integrator

UBI 1.2.4 is in publishment with Blueprint inventory, deep graph export, scoped compiler diagnostics, deterministic analysis, reports, evidence indexes, permission gates, audit, and mutation safety from UE 5.4 onward.

Turns Blueprint assets into reviewable local evidence before porting, refactor, or automation work.

Open context
09 In Publishment

Publication queue

Unreal Code Integrator

UCI is in publishment with deterministic request intake, integration planning, Blueprint-to-C++ port plans, safety gates, dry-run reports, approved apply, and rollback manifests.

Keeps implementation planning reviewable before source or config changes cross the mutation boundary.

Open context
10 In Publishment

Publication queue

Best Practices Journal

BPJ 1.1.2 is in publishment with evidence-backed candidates, explicit human promotion, practice records, application briefs, import/export reports, outcomes, and optional provider integrations from UE 5.4 onward.

Turns hard-won team lessons into reusable, reviewable editor knowledge without taking mutation authority.

Open context
11 Advanced Preview

Announced ecosystem executor

Project Restructure Service

PRS is the guarded execution layer for reviewed restructure plans: validate, dry-run, gate, apply, hash-check, and roll back.

Lets IIS, UII, SCD, or human planning stay separate from the actual mutation boundary.

Open context
12 In Publishment

Publication queue

Unreal Integration Intelligence

UII 1.1.3 is in publishment with scoped profile validation, project evidence export, System Dossiers, optional Translation Evidence, review packs, RAG chunks, and handoff contracts from UE 5.4 onward.

Feeds IIS retrieval, PRS execution planning, SCD migration findings, and local agent context without taking over downstream ownership.

Open context

// STRUCTURE

From first scan to support without detours.

  1. 01

    Start with the pain, not the feature list

    Each tool page opens with the problem slide and a walkthrough of the real editor surface — so you know what you are buying into.

  2. 02

    Open GitHub when you need the manual

    Quickstarts, settings references, troubleshooting, and release notes live in GitHub. This site is the readable on-ramp.

  3. 03

    Checkout on Fab, support starts on Discord

    Listed products link to Fab for license and purchase. Product questions and support discussion route to Discord first, with formal plugin support at support@tiny-tool-development.com and general contact through the contact form.

  4. 04

    No tracking theatre

    Static site, no first-party cookies, no auto-loaded embeds. Tutorial widgets load only when you explicitly ask.

// DOCUMENTATION

GitHub carries the deep documentation; this site makes it easier to enter.

Use this page for visual orientation, then open GitHub for manuals, quickstarts, settings references, and technical notes.

DOCS

Showcase Repository

Central product overview, categories, and entry points for all documentation.

Open

AI Plugins

LLM Store and Internal Index Service with governance, provider, and retrieval documentation.

Open

Foundation Plugins

Unreal Capability Mesh and setup-driven interoperability foundations.

Open

Editor Tools

Performance, logging, naming, copyright, and broader editor productivity.

Open

Scene Tools

Spline, track, road, wall, and side-object workflows.

Open

Example Projects

Free companion integrations and reference adapters between separate products.

Open

Outer Tools

Standalone modeling and architecture tools around the Unreal plugin ecosystem.

Open

// CHANNELS

One visual overview here, specialized detail where it belongs.

This website is the readable layer. Fab handles marketplace context, GitHub carries the full documentation, Discord is the first support route, and LinkedIn provides professional background.

ROUTE
Buy and inspect listings

Fab Marketplace

The commercial product pages live on Fab. Use this site first for a clearer overview, then open Fab for price, license, and checkout details.

Open
Read structured docs

GitHub Documentation

GitHub holds the documentation hub, category pages, product manuals, quickstarts, and technical references.

Open
Company channel

LinkedIn

LinkedIn is the public company context for Tiny Tool Development, background, and project credibility.

Open

// CONTACT

Product question, support, or Fab listing preparation?

Use the form for structured requests. It prepares an email draft and does not submit the message to a website database.

// OUTBOUND :: MAIL
Open email directly