Documentation
Unreal Game IQ Docs
Everything runs inside the Unreal Editor — install the plugin, build the index once, and your AI agents can query the game through Unreal Engine 5.8's native MCP server.
✅ Requirements
- Unreal Engine 5.8+ on Windows.
- A C++-capable project setup (Visual Studio build tools) — the plugin ships as source and compiles with your project's editor target.
- An MCP-capable AI agent (Claude Code, Cursor, Copilot, Gemini, …) if you want agents to query the index. In-editor Python and console access work with no agent at all.
- No API keys, no external services — the index is a local SQLite
database in your project's
.gameiq/directory.
🚀 Install & Set Up
1. Install the plugin
Clone the repo into your project's Plugins/ folder:
cd <YourProject>/Plugins
git clone https://github.com/kevinpbuckley/unrealgameiq.git
Unreal discovers the plugin automatically (the .uplugin lives nested inside
the repo — no need to move anything). Enable Unreal Game IQ in
Edit → Plugins if it isn't already, then build your project's editor
target so UnrealEditor-GameIQ.dll compiles. The plugin enables its own
dependencies — SQLiteCore, ToolsetRegistry,
EnhancedInput — and registers GameIQ.GameIQService
automatically; there is no per-toolset switch to flip for Game IQ itself.
2. Build the index
Once, headless (editor closed), from your project root:
pwsh Plugins/unrealgameiq/scripts/build-index.ps1 -Project .
Or from a running editor: Tools → Game IQ → Rebuild Index, or the console
command GameIQ.Rebuild. Either way the build runs as a background process —
the editor stays responsive — and reports per-stage progress in a notification and the
Output Log (LogGameIQRunner).
After the first build the index maintains itself: asset saves / deletes / renames patch it live, and changed C++ sources trigger an automatic code-only reindex on editor startup and after Live Coding patches.
3. Connect your AI agent (MCP)
Game IQ serves its queries on Unreal Engine 5.8's built-in MCP server. Follow
Epic's official guide
to enable the MCP server and connect your agent. Once connected, the agent sees the
GameIQ.GameIQService toolset — Search, GetEntity, Children, References,
Impact, Explain, ProjectStats, Drift, Coverage, Doctor — with no further setup.
4. Generate the agent guide
From the editor console (open with backtick), run:
GameIQ.GenerateAgentConfig ClaudeCode
This writes a ready-made usage guide into your project root so the agent knows when and
how to call Game IQ. Targets: ClaudeCode (CLAUDE.md), Gemini
(GEMINI.md), Codex / Cursor (AGENTS.md), Copilot
(.github/copilot-instructions.md), or All.
🔎 Querying the index
Agents on the MCP endpoint call the toolset directly. From editor Python (or the console's Python mode) the same queries are static methods returning JSON:
import unreal, json
hits = json.loads(unreal.GameIQService.search("player input", "blueprint"))["result"]
ent = json.loads(unreal.GameIQService.get_entity(hits[0]["entity"]["id"]))["result"]
See the query surface for what each call answers. Entity ids
look like asset:/Game/Path/BP_Name and cpp:ClassName::Function —
search results include the exact id to feed into the graph calls.
⚙️ Configuration
A gameiq.config.json at your project root keeps the index focused on
your game. Edit it directly or via
Project Settings → Plugins → Game IQ:
{
"exclude": ["Plugins", "Plugins/SomeMarketplacePlugin"],
"docsPath": "Docs",
"shallowPaths": ["/Game/SomeMarketplacePack"]
} -
exclude— directories the config/C++/docs walks skip (vendored plugin source, third-party code). Add"Plugins/unrealgameiq"(or all of"Plugins") so Game IQ's own source stays out of your index. -
docsPath— the folder scanned for design docs (.md / .txt / .pdf / .docx). Unset = the whole project tree. -
shallowPaths— content paths (marketplace packs inside/Game) that keep full dependency-graph coverage but skip deep extraction, so vendor internals don't drown search results.
Automatic C++ reindexing can be toggled under Project Settings → Plugins → Game IQ → Auto Reindex Cpp.
♻️ Rebuild commands
GameIQ.Rebuild— full rebuild (addfullto bypass the incremental cache).GameIQ.ReindexDocs— docs / images / external sources only.GameIQ.ReindexCode— C++ only (also runs automatically when sources change).GameIQ.GenerateAgentConfig— refresh the agent guide after updates.-
Headless:
UnrealEditor-Cmd <Project>.uproject -run=GameIQBuild— whatbuild-index.ps1runs for you.
🛠️ Troubleshooting
- Queries return nothing? Run
Doctor(orunreal.GameIQService.doctor()) — it distinguishes an empty project from a missing or broken index and reports per-producer row counts. - No index yet? Nothing answers until the first build — run
GameIQ.Rebuildorbuild-index.ps1. - Results look stale? Large out-of-editor changes (a VCS sync, bulk
asset import) warrant a
GameIQ.Rebuild; day-to-day edits are picked up automatically. - Agent can't see the toolset? Confirm the plugin is enabled and the
editor restarted, then check Epic's MCP server setup — Game IQ appears as
GameIQ.GameIQServiceonce the registry is up. - Search is noisy with marketplace content? Add
exclude/shallowPathsentries (above) and rebuild. - Where are the logs? Output Log categories
LogGameIQRunner(builds),LogGameIQHook(live updates),LogGameIQ(module), plus per-stage build timings in.gameiq/build-timings.json.