Getting started
Welcome. WoalzCraft is an AI agent that lives in the Unreal Engine 5 editor and builds what you describe: Blueprints, C++, levels, materials, VFX, audio, animation, and more. This page takes you from "what is this" to "I just generated my first Blueprint."
There are two ways to start depending on how you like to learn:
- Path A, Browse first. Look around the knowledge base to see the kinds of patterns the AI draws on. No account, no install, no commitment. Good if you want to evaluate before installing.
- Path B, Install and build. Install the plugin, connect an AI, and generate your first Blueprint. Good if you already know you want to try it.
Both paths are fine. You can do A first and B later.
What WoalzCraft is, and isn't
WoalzCraft is good at some things, not others. We say this upfront so you set realistic expectations.
What it is
A full-stack authoring and verification agent for Unreal Engine 5. It can:
- ✅ Generate and edit Blueprints from natural language, then compile, debug, and self-heal them
- ✅ Author C++ classes, structs, enums, and interfaces
- ✅ Build levels: spawn and transform actors, sculpt landscape, run PCG graphs, bake navmesh, set up lighting
- ✅ Create materials and instances, Niagara VFX, animation Blueprints, and MetaSound audio graphs
- ✅ Wire gameplay: GAS abilities/effects/attributes, behavior trees + EQS, Enhanced Input, and one-shot scaffolds (health, inventory, dialogue, quests, save/load, menus)
- ✅ Produce Sequencer cinematics and render them to an image sequence
- ✅ Set up multiplayer replication, then build, cook, and package
- ✅ Verify its own work: run Play-In-Editor, screenshot the viewport, read runtime values, and report back
What it isn't
A one-click "finished game" button, and not a raw-asset generator. WoalzCraft does not:
- ❌ Generate 3D meshes, textures, recorded audio, or motion-capture clips. Make those in your DCC tools (Blender, Quixel, Mixamo, Audacity, gen-AI) and import them; WoalzCraft then builds the materials, VFX, anim Blueprints, and audio graphs around them.
- ❌ Make creative decisions for you. Mechanics, story, art direction, balancing, and final polish are still yours.
- ❌ Guarantee perfect results on the hardest tasks from a weak model. Output quality tracks the AI you connect: a frontier model via Claude Code or Cursor handles complex, multi-constraint builds; a small local model suits lighter commands.
Realistic expectation: for a playable prototype there is no real ceiling, WoalzCraft can carry the Blueprint, C++, level, and systems work end to end. The art, audio, and creative polish stay with you and your other tools.
Where it fits in your pipeline
| Layer | Who handles it |
|---|---|
| Game design / story / art direction | You |
| 3D models, textures, recorded audio, mocap clips | External (Blender, Quixel, Mixamo, Audacity, gen-AI), then import |
| Materials, Niagara VFX, MetaSound audio | WoalzCraft |
| Blueprints, C++, gameplay logic | WoalzCraft |
| Levels, lighting, landscape, PCG, navmesh | WoalzCraft (+ your polish) |
| Animation Blueprints / state machines | WoalzCraft (clips imported) |
| Build / cook / package | WoalzCraft + UE5 Project Launcher |
| Multi-asset orchestration | WoalzCraft via MCP (Claude Code / Cursor) |
Want to see exactly what's shipped versus what's next? Read the roadmap.
Path A · Browse the knowledge base (2 minutes)
The Brain (our knowledge base) holds curated examples, node references, and best-practice patterns that the plugin draws on. You can browse the same content directly.
Step 1. Open the search page
Go to /search. No login. No paywall.
Step 2. Try a query
Type something you'd build in Unreal:
spawn actorhealth barline traceevent begin playenhanced inputprojectile movement
Hit Search. Results are ranked by relevance and marked as one of:
- Example, a full Blueprint graph (
BP_HealthBar,BP_PatrolAI, etc.) - Node ref, a single-node reference with pin signatures and gotchas
- Pattern, a best-practice text guide (when to use what, common mistakes)
Step 3. Open a result
Click any result. The detail page shows the prose explanation, pin diagrams (for node refs), raw Blueprint JSON (for examples, the format the plugin generates), and usage stats. You can deep-link any of these and share the URL with a teammate.
That's it for Path A. If browsing convinced you the AI knows your domain, jump to Path B. Otherwise keep exploring, every entry under
/searchis publicly indexable.
Path B · Install, connect AI, and generate
Step 1. Install the plugin
WoalzCraft is live on Epic's Fab Marketplace as a one-time purchase. The quickest path:
- Buy WoalzCraft on Fab, then open the Epic Games Launcher → Library → Fab Library, find WoalzCraft, and click Install to Engine for your Unreal version. It lands in
Engine/Plugins/Marketplace/WoalzCraft/. - Open your project and enable it in Edit → Plugins → Woalz Craft, then restart the editor.
- WoalzCraft ships as source, so the first launch compiles it. If your project is Blueprint-only, Unreal offers to add a code module / generate project files, accept it. A Woalz Craft button then appears in the toolbar.
Prefer a manual drop (source / dev installs)? Extract into YourProject/Plugins/WoalzCraft/, right-click the .uproject → Generate Visual Studio project files, then open the project to compile.
Requirements: Unreal Engine 5.6, 5.7, or 5.8, Windows 10/11 x64, Visual Studio 2022 (MSVC v143) for the one-time source compile. WoalzCraft is an editor-only tool, it never ships in your packaged game.
Step 2. Choose how to drive it
WoalzCraft runs on the AI you bring. Pick one:
Option A · MCP host (recommended)
Drive WoalzCraft from Claude Code, Cursor, or Cline over MCP, using the AI subscription you already pay for. No provider key in plugin settings. This is the most reliable path for complex builds and self-healing. The MCP server is on by default; see MCP integration for the one-time setup.
Option B · Built-in Studio assistant
Open Edit → Project Settings → Plugins → Woalz Craft and pick an AI Provider:
| Provider | Setup | Notes |
|---|---|---|
| Ollama (default) | Point to a local endpoint | Fully free, offline, no key. Try qwen2.5-coder:32b. |
| Anthropic Claude | Paste sk-ant-... key | Strong quality for Blueprint generation. |
| OpenAI | Paste sk-... key | Widely supported. GPT-4o and newer recommended. |
| Google Gemini | Paste AIza... key | Generous free tier. gemini-2.5-flash is fast. |
| OpenAI-Compatible | Custom URL + key | LM Studio, vLLM, llama.cpp, or any compatible server. |
Output quality tracks the model you connect. Small local models handle light, single-step commands; complex multi-system builds want a frontier cloud model (or the MCP path above).
Step 3. Generate your first Blueprint
-
Open the Woalz Craft panel from the toolbar.
-
Type a prompt, for example:
Create a blueprint that prints "Hello, Unreal" every 2 seconds. -
Click Generate. The plugin retrieves similar few-shot examples, injects a UE-version-aware system prompt, sends the request to your chosen AI, validates every node against a local catalogue, and creates the
.uassetinside a scoped transaction. -
The generated Blueprint opens automatically. Compile (
F7) to confirm it's clean.
Step 4. Iterate
- Follow-up prompts edit the current Blueprint in place. Try
make the interval 500msorlog the iteration count too. - Accept a result to keep it.
- The agent can auto-fix compile errors by re-prompting with the error context.
Optional · Connect the Brain
Generation works with just your AI provider. To add the community knowledge base, connect a free WoalzCraft account: run WoalzCraft.SignIn in the editor console (a browser device-flow), or paste a Brain key into Project Settings → Woalz Brain. The Brain is off by default and everything keeps working without it.
Pricing in brief
WoalzCraft is a one-time purchase on Epic's Fab Marketplace, no subscription. You bring your own AI, so your only other cost is whatever you choose to spend on a provider, or nothing with local Ollama. The Brain knowledge base is free and included (fair-use limits only). After buying, activate Pro in the plugin (Project Settings → Woalz Account → Claim your license) to lift the daily AI-time limit. Full detail on the pricing page and in Licensing & activation.
Manage your account
A WoalzCraft account is optional for trying the plugin, but signing in is what activates the Pro license you bought (which lifts the daily AI-time limit, see Licensing & activation) and connects the community Brain. Once signed in, /account is your dashboard. Profile settings cover:
- Profile, change your display name
- Security, rotate your password
- API keys, see every device with a live key, revoke individual keys, "Sign out everywhere"
- Recent activity, sign-ins, failed attempts, and password changes with coarse location info
- Link a plugin key, if you signed in on the plugin first, run
WoalzCraft.ShowKeyin the UE Output Log console (it copies the cached key to your clipboard), then paste it here to merge history into your account
What if something goes wrong?
Email never arrives (account sign-up)
- Check spam / junk
- Try /forgot-password for a fresh link
- Still nothing after 5 minutes? Contact support@woalz.com
Plugin says "key not recognised"
Your cached Brain key was revoked server-side (common after a password reset, which clears all active keys). Type WoalzCraft.ShowKey in the console to see the cached key, then re-run WoalzCraft.SignIn, or sign in at /account and use Link a plugin key.
Generated Blueprint won't compile
The plain-English diagnostic translator kicks in. Instead of a cryptic pin-type error you'll see something like:
You connected a
floatoutput to aboolinput. Insert a Compare node (e.g.> 0) or cast the float explicitly.
If the message still doesn't help, a follow-up prompt like the compile fails because X, fix it usually patches it.
Generation is slow or low quality
Output and speed track the model. Local Ollama models can take 90-150s on complex graphs; cloud providers finish in seconds. For hard, multi-system builds, use the MCP path (Claude Code / Cursor) with a frontier model.
Privacy + safety
- WoalzCraft never receives your AI provider keys or prompts. They go straight to the provider you pick. With Ollama local mode, nothing leaves your machine.
- Sharing your accepted Blueprints to the community Brain is opt-in and off by default. A buyer's work is never uploaded unless you explicitly enable it.
- Account emails are stored only for transactional mail and are redacted in logs. IP addresses in
login_eventspower security forensics and are visible to you on/account/profile. - Anything you do choose to contribute is anonymised (your name is hashed) before it enters the public knowledge base. We never train models on your contributions.
Get help
- Discord, community Q&A and support
- support@woalz.com, account / billing / privacy
- /docs/mcp, if you're driving WoalzCraft from Claude Code or Cursor
- /docs/api-reference, for direct Brain API usage
Quick reference
| What I want to do | Where to go |
|---|---|
| Browse the knowledge base | /search |
| Get the plugin on Fab | /download |
| See pricing | /pricing |
| Set up MCP (Claude Code / Cursor) | /docs/mcp |
| Create an account | /signup |
| Sign in | /login |
| Manage profile / sessions / keys | /account/profile |
| See what's new | /changelog |
| Get help | Discord · support@woalz.com |
Have fun building.