Exaro StudioReference
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
- Ask the agent what you own: it calls
ex_store_list, which returns the components licensed to you for this engine version. ex_store_installdownloads the recipe, runs any integrations against Blueprints and assets that already exist, and presents the whole thing as one approval — not forty.ex_store_installedreads the project's install registry atConfig/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.