Roadmap
WoalzCraft started as a Blueprint generation agent. It is now a full-stack authoring and verification engine for Unreal Engine 5, with 390+ tools covering Blueprints, C++, UMG, materials, Niagara VFX, animation, behavior trees, GAS, audio, landscape, PCG, Sequencer, multiplayer, and a perceive-play-verify loop.
This page is honest about what's shipped, what's next, and the rationale. We update it as priorities shift; dates are intent, not promises.
Where we are today (early-access beta)
WoalzCraft is a deep authoring engine with a real perceive → play → verify loop. The exact build and release notes live on the changelog. These domains are stable and proven live today:
| Domain | Status |
|---|---|
| Blueprints | ✅ Generate, edit, compile, debug, and self-heal. Single-BP and multi-BP plans. |
| C++ authoring | ✅ Create and edit classes, structs, enums, and interfaces. |
| UMG / widgets | ✅ Build widget Blueprints, layouts, bindings. |
| Materials | ✅ Materials, instances, expression graphs. |
| Niagara VFX | ✅ Systems, emitters, modules, renderers, module inputs. |
| Animation Blueprints | ✅ State machines, blend spaces, aim offsets, IK, montages. |
| Behavior Trees + EQS | ✅ Trees, tasks, blackboards, environment queries. |
| Gameplay (GAS) | ✅ Abilities, effects, attribute sets. |
| Audio + MetaSound | ✅ MetaSound graphs, sound cues, attenuation. |
| Landscape + PCG | ✅ Heightmap sculpt and procedural content graphs. |
| Sequencer + render | ✅ Cinematics with camera cuts, render to image sequence. |
| Multiplayer | ✅ Replication, RPCs, push-model, multiplayer PIE. |
| Control Rig | ✅ Create, build hierarchy, author a forward-solve. |
| Pipeline | ✅ Build, cook, package, source control, asset hygiene, analytics. |
| Scaffolds | ✅ Health, inventory, dialogue, quests, save/load, menus, templates. |
| Self-verification | ✅ Play-In-Editor, viewport screenshots, runtime reads, AI playtester. |
| MCP server | ✅ Claude Code, Cursor, Cline, Windsurf. |
| Community Brain | ✅ Few-shot retrieval + public search at /search. |
Honest framing: this is a deep authoring and verification engine, not yet a one-click game-shipping agent. For a playable prototype there is no real ceiling, the Blueprint, C++, level, and systems work can be carried end to end. Original high-fidelity art, audio, and motion-capture still come from external tools; greybox and placeholder content is feasible today.
What's next
The growth areas below build on the shipped foundation. They're genuinely not done yet.
Director over MCP
A conversational Director surface (build / interview / chat collapsed into one jargon-free flow) exists in the editor as an experimental, opt-in mode. Today it requires an in-editor AI provider (local Ollama or an API key). Wiring Director through the MCP / Claude Code path, so a frontier model can drive the conversational surface, is the top UX item. Until then, the supported high-end path is Studio mode + an MCP client.
Richer visual-feedback iteration
The plugin already captures the viewport, reads runtime state, and feeds it back, the AI can see whether a change worked. The next step is deeper per-domain visual iteration: "this material looks too plastic" or "make this VFX more dramatic", where the agent inspects the rendered result and proposes specific parameter changes. This compounds across materials, Niagara, animation, and lighting.
Asset-pipeline bridges
WoalzCraft can import FBX meshes, textures, and audio today. The orchestration layer is next: search-and-import bridges for Quixel/Megascans, Mixamo (download + auto-retarget), Sketchfab, and Suno/ElevenLabs, so "find me a desert rock cluster and set it up" becomes one prompt. WoalzCraft orchestrates the import and setup; it does not generate the raw asset.
Runtime LLM-driven NPCs
A drop-in WoalzAINPC-style component for conversational characters: per-NPC memory, personality, optional TTS/voice, and cost-aware model routing. Stacks on the shipped Blueprint, animation, and VFX support so smart NPCs feel alive rather than being a bare chat layer.
Studio and team collaboration
Multi-user editor sessions, a private team Brain (project-scoped, never shared), shared pattern libraries, a pattern marketplace with revenue share, and a studio audit log. A Team plan is planned after 1.0, see pricing.
AI test agent at scale
Goal-driven autonomous playthroughs ("complete the tutorial") that capture state, report issues, and compare behavior across builds for regression detection. The run_ai_playtest tool is the seed; the scaled, robust version is a multi-release ambition.
What we're not planning
To stay focused, we are explicitly not building:
- ❌ Generation of raw meshes, textures, recorded audio, or motion-capture clips. Use third-party tools (Quixel, Mixamo, Blender, gen-AI) and import the results; WoalzCraft builds the materials, VFX, anim Blueprints, and audio graphs around them.
- ❌ A separate IDE or editor (UE5 is the editor; we're a plugin in it).
- ❌ Cloud rendering or remote build farms (out of scope; a different product space).
- ❌ Replacing Fab or the Marketplace (we integrate, not replace).
The principle: stay in the authoring-and-verification lane, and do it excellently.
How priorities change
This roadmap shifts based on:
- Real user feedback. If a capability is requested far more than another, we re-order.
- Technical learnings. We'd rather extend a timeline than ship a shallow feature.
- Contributor recruitment. Some domains need real domain experts to seed the knowledge base.
How you can help
If you live in a specific UE5 domain, materials, Niagara, animation, behavior trees, multiplayer, mobile/VR, we'd love your knowledge:
- Contribute patterns via the Contributing flow. We credit contributors and grant write-tier Brain access.
- Tell us what you'd want, on Discord or at support@woalz.com. The more concrete, the better.
- Translate the plugin UI. Indonesian and other major languages are welcome.
Honest risks
The above is ambition. Things that could delay it:
- Solo-dev bandwidth. WoalzCraft is maintained by a small team; each track is a sequential investment.
- UE5 release churn. Epic ships updates that change node namespaces; multi-version support (5.6, 5.7, 5.8) means occasional regressions on new engine versions.
- Contributor recruitment. Deep domain coverage depends on real domain experts seeding patterns.
We'd rather under-promise and over-deliver. If a feature slips, you'll see it on this page first.
Current status
WoalzCraft is in early-access beta, sold as a one-time purchase on Epic's Fab Marketplace. The shipped stack above is stable; the "What's next" items are the work ahead. Report issues and shape priorities on our Discord or at support@woalz.com.