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Using with Blueprint AI Assistant

How AI ForgeKit and Blueprint AI Assistant work together for full-stack Unreal Engine AI development.

AI ForgeKit and Blueprint AI Assistant are complementary tools that address different halves of the Unreal Engine development surface. Each works independently, but together they give an AI assistant access to the entire project.

What each tool covers#

AI ForgeKit alone#

AI ForgeKit gives Claude Code the workflow structure and domain knowledge to work with C++ source code:

  • Reads and edits .h and .cpp files in your Source/ directory
  • Understands UBT, UHT, and reflection macros (UCLASS, UFUNCTION, UPROPERTY, etc.)
  • Compiles your project via UBT and parses build errors
  • Maintains a Dev wiki of your C++ class hierarchy across sessions
  • Applies UE5-specific patterns: replication, GAS, component model, input handling

Anything that involves .uasset or .umap files is outside its reach. Binary assets cannot be read or modified with text tools, so the AI describes the editor steps required and stops.

Blueprint AI Assistant alone#

Blueprint AI Assistant is a commandlet plugin that exposes Blueprint assets to programmatic inspection and modification:

  • Reads Blueprint graphs, variables, functions, components, and properties
  • Creates and connects nodes, adds variables, modifies CDO values
  • Covers 21 asset domains: materials, animations, UI widgets, sequencer, AI behavior trees, physics assets, particle systems, and others. See the BAA reference
  • Returns structured JSON, making it easy for an AI to interpret results

Without AI ForgeKit, Claude Code has no framework for session state, project builds, or knowledge persistence across conversations.

Together: full-stack UE5 AI development#

When both are present, the AI can:

  • Read a C++ UAbilitySystemComponent class and the Blueprint that configures it
  • Implement a new ability in C++, compile it, and verify the Blueprint wiring is correct
  • Inspect behavior tree assets and the C++ tasks they call in the same session
  • Document both the code architecture and the Blueprint design in the dual wiki

The workflow stays coherent across the C++/Blueprint boundary rather than stopping when assets come into scope.

How /setup detects Blueprint AI Assistant#

When you run /setup, it scans your .uproject plugin list and your Plugins/ directory for a commandlet-exposing plugin. If Blueprint AI Assistant is present, it records the commandlet path in project-config.json under plugins.commandlets.

"plugins": {
  "project_plugins": ["BlueprintAIAssistant"],
  "commandlets": ["BlueprintAIAssistant"]
}

The AI uses this entry to know that Blueprint operations are available and which invocation pattern to use. No manual configuration is required.

Installing both#

  1. Install Blueprint AI Assistant in your project. See the BAA installation guide.
  2. Install AI ForgeKit. See the ForgeKit installation guide.
  3. Run /setup: it detects both and configures the integration automatically.

If you added Blueprint AI Assistant after running /setup, re-run /setup to pick up the new commandlet entry.