Overview
Frequently Asked Questions
Common questions about the Unreal Agent
Getting Started
First, sign in with your account on the web interface. Then install the FlopAI plugin in your Unreal Engine project. Important: You must also sign in on the editor side using the same account to link your web account to your editor. Once connected, you can start using natural language commands to control Unreal Engine directly from the chat interface.
No! The Unreal Agent is designed to work with natural language. You can describe what you want to create or modify, and the AI will handle the technical implementation automatically. However, some familiarity with Unreal Engine concepts will help you communicate more effectively.
Currently, only Unreal Engine 5.5+ is supported. The agent uses native Unreal Engine scripting APIs that require UE 5.5+.
Account & Access
Second-tier Patreon subscribers and higher get guaranteed instant access. Free members will receive access when there is availability. Once activated, you will receive credits based on your tier that allow you to use the AI agent.
Credits are used to power AI agent interactions. Different tiers come with different credit limits, with the highest tier providing up to $200 in credits. Credits are consumed based on the complexity and length of AI operations. You can see your remaining balance in the agent interface.
When your balance reaches $0, you will not be able to make new agent requests. You can upgrade your tier or contact support if you need additional credits. Your account history and settings are preserved.
Current Capabilities
Level Design: Spawn actors, set transforms (location/rotation/scale), create patterns and grids, duplicate/move/delete actors, add components, set properties on any object. Asset Management: Search the Asset Registry by type, path, or name, find asset dependencies and referencers, query material slots on meshes, load and use any asset in your project. Blueprint Management: Create new blueprints, add/modify variables and functions, compile blueprints, query structure and references (note: visual scripting node logic is coming soon). Materials: Create and assign materials, set material parameters, create dynamic material instances. Project Queries: Get level info, check project settings (physics, rendering, input mappings), inspect UClass reflection data at runtime.
The 3D Model Generator uses AI to create custom 3D meshes from text descriptions or images. Describe something like 'a futuristic robot' or 'medieval sword' and the agent will generate a textured GLB mesh, import it to /Game/Generated, and spawn it in your level. This is best for unique/custom objects - for simple shapes like cubes or spheres, the agent uses built-in primitives instead. Limited to 2 generations per conversation due to cost.
The agent executes commands directly inside the Unreal Editor using native Unreal Engine scripting APIs. This gives access to over 1000+ editor functions for spawning actors, managing assets, creating blueprints, and more. The agent researches the correct approach, executes the commands, and verifies the results - all automatically.
Yes! When you select actors in the Unreal Editor and ask the agent to modify 'these' or 'the selected actors', it will query your current selection and operate on exactly those actors. This is great for targeted modifications without needing to specify actors by name.
Coming Soon
Blueprint Visual Scripting: Creating blueprint nodes, connecting pins, and building visual logic graphs is not yet supported. The agent can create blueprints and add variables/functions, but the internal node-based logic must still be done manually. Runtime Execution: The Python API is editor-only. The agent cannot execute code during Play-in-Editor or in packaged builds. Animation Logic: Complex animation blueprint state machines and blend trees require manual setup.
Blueprint visual scripting (creating K2Nodes, connecting pins, building event graphs) is our top priority for the next major update. This will enable the agent to create complete gameplay logic from natural language descriptions.
Using the Agent
The agent uses a reasoning-based approach: it understands your request, researches the correct API, executes Python code, and verifies results. If something fails, it automatically researches the error and retries with a corrected approach. For complex tasks, it breaks them into smaller focused steps. However, always review important changes, especially in production projects.
Yes! You can use Ctrl+Z (or Cmd+Z on Mac) to undo actions just like you would with manual operations. The agent's Python operations integrate with Unreal's undo system. However, be careful with large batch operations - undoing hundreds of actor modifications may require multiple undo steps.
Agent mode executes Python code directly in your Unreal project - spawning actors, modifying properties, creating assets. Ask mode uses the same research tools (documentation lookup, scene queries) but never executes code. Use Ask mode to learn how something works, get suggestions, or understand your project structure without making changes.
Technical Support
Make sure you are logged in on the same account in both the editor and the web interface. Ensure the FlopAI plugin is properly installed and enabled in your project. Check that your Unreal Engine project is open and the plugin is loaded. Try restarting both the web interface and Unreal Engine. If issues persist, check the connection settings in the plugin.
The agent automatically handles most errors by researching the correct approach and retrying. If errors persist, try simplifying your request or breaking it into smaller steps. You can also use Ask mode to understand how to accomplish your goal before switching to Agent mode. Make sure you're on UE 5.5+ as the agent uses the latest Unreal Engine APIs.
You can use the feedback button in the agent interface to report issues or suggest improvements. However, we highly encourage you to join our Discord community where we are very active and can provide faster support and engage with user feedback directly.
Yes, 100%. Your project files remain on your machine and are not stored anywhere on our servers. Flop takes no rights to any of your projects, assets, or intellectual property. Only the commands you send and the agent's responses are transmitted over the connection. All editor commands are executed locally in your editor.
