v0.1 beta — now on GitHub

Unreal Game IQ

An intelligence layer for your Unreal Engine game. Unreal Game IQ understands your project — assets, Blueprints, C++, and gameplay systems — and puts that knowledge to work for you and your AI tools: an AI editor toolset exposed through Unreal Engine 5.8's native MCP server, so any connected agent can query your game with zero setup.

  • Knows your game

    Builds a deep, queryable picture of your project — assets, Blueprints, C++, config, design docs, and how they're wired together — and keeps it fresh as you save assets and change code.

  • Answers, not searches

    Ask real questions about your game and get grounded answers — no digging through the Content Browser or grepping the codebase.

  • Built for AI workflows

    A native UE 5.8 editor toolset on Epic's MCP endpoint, with generated agent guides — AI agents reason about your game instead of guessing at it.

AI Callable Editor Toolset for Unreal Engine 5.8

From the team behind VibeUE and Unreal Engine Skills.

Features

What the index knows

Game IQ turns your project into entities, edges, and searchable text — then answers questions an agent (or you) would otherwise burn an hour on.

  • Hybrid full-text search

    SQLite FTS5 with porter stemming and camelCase-aware identifier tokens — "player" matches BP_PlayerCharacter, "reload" matches "Reloading". Name matches are boosted; scope by entity kind or content path.

  • Your project as a graph

    Assets, Blueprints, level actors, C++ classes / functions / properties, config sections, and plugins, connected by typed edges — depends-on, inherits, references, binds-input — so "who uses this?" is a graph walk, not a guess.

  • Blueprints your agent can read

    Every Blueprint graph is rendered to compact pseudocode, with components and variables extracted alongside — an agent reads the logic without opening the editor.

  • C++ without an IDE

    The reflection surface (UCLASS / USTRUCT / UFUNCTION / UPROPERTY) from headers, plus function bodies and Enhanced Input binding sites from .cpp files — indexed for retrieval, linked into the same graph.

  • Levels at a glance

    Per-map actor totals, per-class rollups, and a lighting & environment summary — World Partition external actors included. Page through every Light in a map with one call.

  • Impact before you break it

    References walks the dependency graph in either direction; Impact ranks transitive inbound dependents by severity — know the blast radius before you rename or delete.

  • Design docs, checked against reality

    Ingests .md / .txt / .pdf / .docx design docs and exported external docs, links stated intent to implementations — Coverage shows what's actually built, Drift flags doc claims the code contradicts.

  • Always fresh, automatically

    A save hook patches the index on every asset save / delete / rename, and a source-tree fingerprint reindexes C++ on editor startup and after Live Coding patches. No manual rebuild in the normal loop.

  • Zero-setup for agents

    Registered as a native toolset on UE 5.8's MCP endpoint — any connected agent can call it immediately — and GameIQ.GenerateAgentConfig writes usage guides (CLAUDE.md / AGENTS.md / GEMINI.md) into your project.

"Where is the reload logic implemented?" "What Blueprints depend on this input mapping?" "What would break if I changed this interface?" "How does lighting work in this map?"

Architecture

One plugin, the whole pipeline

A single all-C++ Unreal Engine 5.8 editor plugin. No Node, no external services, no cloud — extract, store, query, and live update all run inside the editor, against a local SQLite database in your project's .gameiq/ directory.

  1. 1

    Extract

    Commandlets read the project — Asset Registry graph, per-asset recipes, Blueprint pseudocode, config, C++ headers and bodies, design docs, images — into .gameiq/extract/*.json. Independent stages run concurrently as headless subprocesses; the live editor never blocks.

  2. 2

    Store

    Everything ingests into .gameiq/index.db — SQLite with an FTS5 full-text index, via the engine's own SQLiteCore. Ingest is producer-scoped, so partial rebuilds (docs-only, C++-only) never touch the rest of the index.

  3. 3

    Serve

    UGameIQService registers on UE 5.8's native ToolsetRegistry, so every query appears on Epic's MCP endpoint and as static Python methods (unreal.GameIQService.search(...)) — answered in-process, in milliseconds.

  4. 4

    Stay fresh

    An editor save hook patches the index off the save critical path on every asset save, delete, and rename; a stat-only source fingerprint triggers automatic C++-only reindexes. Full rebuilds are for VCS syncs, not daily work.

The query surface

Search
hybrid FTS across everything, with kind + path filters
GetEntity
full record — summary, chunks, edges, children
Children
page an entity's children with a class filter
References
who uses this / what this uses, by edge type and depth
Impact
severity-ranked transitive dependents
Explain
assembled context bundle for a system or topic
ProjectStats
counts, unused candidates, largest dependencies
Drift
doc claims that contradict the implementation
Coverage
which design intent has a real implementation
Doctor
index health — empty project vs broken index