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Reference

Component store

A component is a whole game system — not an asset pack. You buy it, the agent installs it into your project, wires it to what is already there, and you approve the result.

What a component is

Save/load that survives level travel. An inventory with a UI bound to the player pawn. A playable character kit with camera, movement, and input already mapped. Each ships as an install recipe the agent runs against your project — your GameMode, your player Blueprint — instead of a folder you have to integrate by hand.

Browse and buy on the store page. Purchases are tied to the same account and license key as the plugin.

Installing one

  1. Ask the agent what you own: it calls ex_store_list, which returns the components licensed to you for this engine version.
  2. ex_store_install downloads the recipe, runs any integrations against Blueprints and assets that already exist, and presents the whole thing as one approval — not forty.
  3. ex_store_installed reads the project's install registry at Config/ExaroStudio/installed-components.json, so the agent always knows what is already in the project.

In practice that is one sentence in the chat panel:

“Install the save system and hook it up to my existing GameMode.”

Why it works this way

  • Recipes, not merges. The component adapts to your project's names and structure rather than dropping a parallel copy of the game framework beside yours.
  • One approval, full preview. The install is a mutating tool call like any other, so you read the summary before anything lands.
  • Registry-aware. Reinstalling is idempotent — the agent checks the registry first instead of duplicating components.
NoteThe toolkit is a monthly subscription that includes marketplace credit — a dollar balance spent on components. Components are priced individually and are yours to keep. AI inference uses your own API keys with no markup — see pricing.