PinWright

Build in Unreal Engine by describing it.

PinWright lets your AI coding assistant do the editor work for you. Say what you want. It builds it in your project, plays it to test it, and you keep what works.

Get PinWright

AI install prompt

Install PinWright into this Unreal project and connect yourself to it by following https://github.com/PinWright/pinwright-ue/blob/master/AGENT_INSTALL.md
Open source on GitHubMIT · free Get it on Fab

v1.0.0Unreal Engine 5.3 to 5.8

One request, start to finishwhat your assistant does in the editor
Event: You describe it

“Add a score counter to the HUD, bound to the current score.”

typed into Claude Code, Cursor, Codex CLI or the assistant you use

Request
Add score text to the HUDWBP_HUD → ScoreText
WidgetWBP_HUD
ScoreTextNew
Bind it to the scoreText ← Score
TargetScoreText.Text
SourceScore
Play the levelPlay-In-Editor
ModePlay-In-Editor
Press SpaceSpaceBar
KeySpaceBar
Check the score reads 10Score: 10 → true
TextScore: 10
truePassed
Stop and reportback to you
Resultback to you to review

How it works

There is no new tool to learn. You ask in the AI assistant you already use.

Describe it

Tell your assistant what you want in plain language, the way you’d brief a teammate.

Add an AddPoints event to the score component. Raise the score and notify the HUD.

Request

It builds it in the editor

Request

Your assistant works directly in Unreal. It looks at what is already in your project, then creates Blueprints, builds UI and fills in data assets.

Unreal EditorEvent Graph
A real Blueprint event graph built by the assistant: an AddPoints custom event that raises Score and calls On Score Changed

It tests its own work

It starts Play-In-Editor, plays what it built with real input, and checks the result on screen. You review the result and keep what works.

  • Play the level
  • PressSpaceBar
  • Check the HUD readsScore: 10
  • Stop and report back
Passed

What it’s built for

It reads your project first, then builds the assets you would otherwise make by hand.

All actions1,300+ editor actions · 60+ areas · 5,800+ automated tests
  • asset

    Understand your project

    It reads your assets, Blueprints and references first, so its changes fit what is really there.

  • blueprint

    Generate Blueprints

    Create and change Blueprint classes: variables, functions, events and components.

  • widget

    Build UI and widgets

    Build UMG menus and HUDs, and bind them to your game’s data.

  • data_table

    Create custom assets

    Create data assets and other custom asset types, filled in to your spec.

  • dumps

    Snapshot your project

    Save any asset or folder as readable text, so you can review changes and your assistant works from the real state. Asset dumps.

  • recorder

    Debug play sessions

    Record a play session, then ask your assistant what went wrong without playing it again. Recorder.

also coveredWhole levels (landscape, foliage, sky, precise placement), meshes, skeletons and animation clips built from short text recipes, materials and Niagara VFX. See everything it covers.

Video title card over an underwater temple scene: ATLANTIS, a level created from a single prompt in Unreal Engine 5 with PinWright Play video

A level from one prompt

Landscape, foliage, sky and placed props, built by an AI assistant with PinWright from a single prompt. The video shows the unedited result.

Your project, your tools

It runs on your machine with the assistant and model you already use. What it builds is ordinary Unreal assets you review and keep.

Details
Runs on
Your machine

The plugin runs inside your editor and sends nothing to PinWright. Your assistant sends what it reads to the model you chose, hosted or local, the same as it does for your code.

Results
Real assets you keep

Everything it makes is a normal asset in your project. Open it in the editor, review it in version control, and keep or roll back each change.

Grounded
In your real project

It reads your actual assets before it changes anything, so it works from what is really there. You can read the same snapshots it does.

Works with your assistant

Give the install prompt to any assistant that can run commands; it connects itself.

Your assistant
  • Claude Code
  • Codex CLI
  • Cursor
  • Gemini CLI
  • VS Code Copilot

Get PinWright

Give your assistant the AI install prompt and it installs and connects PinWright for you. The source and Windows builds are free under the MIT License. Linux works through a source build. There is no macOS version.

Rather build it yourself? Clone PinWright/pinwright-ue into your project’s Plugins folder and build it. See Install & connect. Report bugs and request features on GitHub Issues.

Get PinWright

AI install prompt

Install PinWright into this Unreal project and connect yourself to it by following https://github.com/PinWright/pinwright-ue/blob/master/AGENT_INSTALL.md
Open source on GitHubMIT · free Get it on Fab

v1.0.0Unreal Engine 5.3 to 5.8