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Getting started

Quickstart

From a fresh project to an AI-made, approved, undoable change. About ten minutes, most of it waiting for the editor to open.

Requirements

  • Unreal Engine 5.7 on Windows. The macOS and Linux editors are supported.
  • One of: an API key (Anthropic, Google, OpenAI, OpenRouter), a subscription CLI you already have (claude, gemini, codex), or a local model served by Ollama.
  • A Blueprint-only project is fine. The direct download is precompiled, so no C++ toolchain is required to load it.

1. Install the plugin

From Fab

  1. Buy Exaro Studio on Fab; it appears in the Epic Games Launcher.
  2. Launcher → Install to Engine, targeting UE 5.7.
  3. In your project: Edit → Plugins → Exaro Studio → Enable, then restart the editor.

Direct from exarostudio.com

  1. After checkout you receive a download link and a license key by email. Your downloads page has both.
  2. Unzip into your project so the path reads YourProject/Plugins/ExaroStudio/.
  3. Launch the project and allow the editor to load the plugin if prompted.

2. Activate your license

Settings live under Edit → Editor Preferences → Plugins → Exaro Studio — Editor Preferences, not Project Settings, because they are per-user and never committed.

Paste your license key and click Activate. Activation binds one seat to this machine and keeps working offline for a grace period afterwards.

3. Point it at a model

On that same page, enter a key for whichever provider you want. Keys are stored per project in Saved/Config/WindowsEditor/EditorPerProjectUserSettings.ini, which is not committed, and are sent only to the provider you select.

NotePrefer not to pay per token? Switch the provider's integration mode to Local CLI and Exaro Studio drives the claude, gemini, or codex binary you have already logged in — your existing subscription, no API billing. See Chat panel.

4. Make the first change

  1. Open the panel: Window → Exaro Studio, or press Ctrl+Alt+A.
  2. Pick a provider and model in the dropdowns.
  3. Ask for something small and visible, e.g. “spawn a 200cm cube at the origin and call it Marker”.
  4. The agent proposes a tool call. It does not run. The approval panel (Window → Exaro Studio MCP) shows a plain-language summary and the raw arguments.
  5. Click Approve. The change applies as a single transaction — one entry in Edit → Undo History, one Ctrl+Z away.

That loop — propose, preview, approve, undo — is the whole product. Everything else is surface area on top of it.

5. Optional: drive the editor from Claude Code

With the editor open, the MCP server is already listening. Register it once:

bash
claude mcp add exaro-unreal http://127.0.0.1:8765/mcp

Restart the client and the Exaro Studio tools appear in its tool list. Mutating calls still queue for your approval inside the editor. Full MCP setup →