Documentation
PinWright is an Unreal Editor plugin that lets your AI assistant work in your project. It can read what is there, build Blueprints, UI and other assets, play the game to test them, and help you debug play sessions. These pages cover setup, what you can ask for, and fixing problems.
You don’t need to learn commands
Your assistant has a detailed reference of all 1,300+ editor actions built in and looks things up as it works. You just describe what you want. To see what it covers, browse what it covers.Sections
- Install & connectGive your assistant one prompt and it installs and connects PinWright, or add the plugin yourself and connect Claude Code, Cursor, Codex, Gemini or VS Code in one click.
- QuickstartYour first request, and how to review and keep the result.
- How it worksWhere your data goes, what your assistant can change, and how you keep or undo changes.
- Asset dumpsSnapshot an asset or folder as readable text, so you and your assistant can read and compare it.
- Recorder & journalRecord a play session, then ask your assistant what went wrong without playing it again.
- Graphs as textBlueprints, materials, animation and more as readable text, so you can review exactly what changed.
- What it coversEvery area of Unreal your assistant can work on, with example requests.
- Troubleshooting & FAQConnection problems, port conflicts, data privacy, price and engine versions.
Requirements
Before you install
EngineUnreal Engine 5.3 to 5.8, an editor build with C++ plugin support.
PlatformWindows packages (GitHub and Fab). Linux through a source build. No macOS.
AssistantAn AI assistant that supports MCP: Claude Code, Codex CLI, Cursor, Gemini CLI, VS Code Copilot, Windsurf or Cline.
ScopeEditor-only. The plugin is not part of your packaged game.