HawkeSmithAn agent that can build a game,
not just talk about one.
HawkeSmith exposes 240+ MCP tools inside the Unreal Engine 5 editor — spanning Blueprints, C++, materials, animation, AI, multiplayer, UI, and asset generation. Any MCP-aware assistant can drive them. Every mutation goes through an approval queue you control.
Other plugins give the agent a bigger toolbox. We give it judgment.
Tool-count arms races produce agents that can touch everything and finish nothing. HawkeSmith ships composite tools that complete whole jobs — a pause menu wired to resume and quit, a settings screen that applies, a character with camera, movement, and input already bound — plus the preview-and-undo safety layer that makes it trustworthy on a real project. Built by shipping our own game with it, not by wrapping engine APIs.
Coverage that spans the whole engine
Blueprints — author, not just inspect
Create classes, add variables, functions, components, and dispatchers. Build node graphs pin by pin, auto-layout them, add comments, and compile — the agent writes Blueprints the way you would.
hs_blueprint_createhs_blueprint_add_nodehs_blueprint_connect_pinshs_blueprint_auto_layoutC++ with a safety net
Edit function bodies, hot-load through Live Coding, and auto-revert if the compile fails. The agent understands the Live Coding boundary — it knows what hot-loads and what needs a real build.
hs_cpp_edit_function_bodyhs_cpp_buildGenerative assets, local-first
Text → 3D mesh → imported, rigged, and playable — on your own GPU, zero API tokens. Textures and audio ride the same submit → poll → import pipeline. Cloud providers are opt-in, never required.
hs_asset_generate_3dhs_texture_generatehs_audio_generatehs_fbx_importLevels, landscape & world
Create and populate levels, sculpt landscape regions, spawn water bodies, manage data layers and World Partition. Spatial queries let the agent reason about what's actually in the world.
hs_level_createhs_landscape_createhs_water_spawn_bodyhs_level_query_spatialMaterials & Niagara VFX
Build material graphs expression by expression, create PBR materials, verify the result. Compose Niagara systems from emitters, set user parameters, and spawn them in-level.
hs_material_build_graphhs_material_create_pbrhs_niagara_create_systemhs_niagara_add_emitterAnimation & rigging
AnimBP state machines, montages, blendspaces, Control Rig, motion warping, motion matching init. Sockets and IK rigs so generated characters actually hold weapons and sit in seats.
hs_animbp_state_machinehs_anim_create_montagehs_ik_rig_generatehs_skel_add_socketGameplay systems
GAS abilities, effects, and attribute sets. Behavior Trees, State Trees, EQS, smart objects, navmesh. Enhanced Input actions and mapping contexts. Inventory and save/load that survive level travel.
hs_gas_create_abilityhs_bt_createhs_input_create_actionhs_inventory_setupUI, menus & HUD
Widget authoring plus finished flows: pause menus, main menus with a wired Play button, settings screens that actually apply, input rebinding, save/load menus, HUDs that auto-bind to gameplay meters.
hs_menu_scaffoldhs_ui_pause_flowhs_hud_scaffoldhs_settings_scaffoldMultiplayer & networking
Set replication on actors, convert properties to replicated with OnRep functions, add RPCs through UHT-clean source edits, audit replication across the project, and emulate latency in PIE.
hs_property_replicatehs_function_add_rpchs_net_replication_audiths_pie_startPaper2D & pixel games
Slice spritesheets, build flipbooks, create tilesets and paint tilemaps, scaffold a playable 2D character — the full 2D pipeline, not an afterthought.
hs_spritesheet_slicehs_flipbook_createhs_tilemap_painths_paper_character_createCinematics, foliage & PCG
Sequencer tracks and camera cuts, camera rigs, foliage scatter, and full PCG graph authoring — nodes, connections, parameters, generate.
hs_sequence_createhs_foliage_scatterhs_pcg_create_graphhs_cinematics_spawn_rigThe editor's senses
PIE start/stop/status, viewport and active-window screenshots, live widget dumps, log tail, perf capture, reflection over every class in the engine. The agent can see what it changed.
hs_viewport_screenshoths_pie_dump_widgetshs_editor_log_tailhs_reflect_class_infoSafety is the feature
An AI that edits your project needs guardrails more than it needs more tools. No other UE AI plugin previews, diffs, and undoes its edits. HawkeSmith was designed around that from day one.
Preview before apply
Every mutating tool builds a human-readable summary and diff that lands in the approval panel before anything touches your project.
Transactional undo
Reversible operations are wrapped in editor transactions. Ctrl+Z works on what the agent did, same as on what you did.
Billing you can see
Every send button shows its route before you click — API · billed vs CLI · free. Local generation and CLI providers cost zero tokens.
Your keys, your data path
BYO API keys stored in your local editor config, never uploaded. Or skip keys entirely: subscription CLIs and local models are first-class routes.
Your assistant, your route, your cost
HawkeSmith runs an MCP server inside the editor and ships a dockable chat panel. Use whichever route fits how you already work:
- →External MCP clients — Claude Code, Cursor, Windsurf, or anything MCP-aware drives the editor over HTTP/JSON-RPC.
- →In-editor chat with CLI providers — reuse your existing Claude / Gemini / Codex subscription. No API keys, no per-token cost.
- →Direct API — Anthropic, OpenAI, Google with your own keys, plus local models via Ollama for a completely free tier.
One-time purchase. No credit meter.
$24 founder pricing, perpetual license, 12 months of updates. Bring your own keys — or pay nothing per token with CLI and local routes.
See pricing →