RESEARCH

Unreal Agents

Using Unreal Engine + AI agents to build games, backed by project memory.

Unreal Agents (Unreal Engine + AI Agents)

TL;DR

Build games faster by treating Unreal as an observable, automatable system:

  • Capture everything (build logs, runtime logs, Insights traces, editor warnings, asset metadata, playtest notes).
  • Store raw artifacts in R2, store metadata + summaries in Postgres (Neon via Hyperdrive).
  • Retrieve by project, tags, time, and evidence links.
  • Evolve continuously: per-session auto-summaries, plus daily research digests.

This repo is the memory backbone. The "Unreal Agent" is just a client that feeds and queries it.

What "Unreal Agents" Means Here

An Unreal agent is an AI assistant that can:

  • Observe: ingest UE logs, UBT/UAT build output, crash reports, Insights sessions, performance stats, and editor events.
  • Explain: turn noisy artifacts into actionable summaries (root cause hypotheses, repro steps, suspects, next checks).
  • Act: propose concrete changes (settings, code diffs, asset tweaks) and track what worked across iterations.

Memory Sources To Capture (Recommended MVP)

1) Coding / build pipeline

  • UBT compiler errors and warnings
  • UAT packaging/cook failures
  • shader compilation failures
  • derived data cache (DDC) misses, build time spikes

2) Runtime and editor

  • Saved/Logs/*.log
  • crash reporter dumps and callstacks
  • editor warnings (asset load, redirectors, PIE errors)

3) Performance evidence

  • Unreal Insights .utrace sessions
  • key performance counters (frame time, CPU/GPU breakdown)
  • map or test-case context (level name, scalability settings, hardware)

4) Assets and content

  • import settings (textures, skeletal meshes, LODs)
  • blueprint complexity signals (tick usage, node counts, expensive loops)
  • naming + folder conventions and violations

Retrieval Patterns (How Agents Should Query)

Start with deterministic filters (fast + precise), then layer semantic search later.

  • Project scoped: Always include project_id when possible.
  • Session scoped: For "what did we do today", filter by session_id.
  • Tag scoped: Normalize recurring topics into tags (e.g. shader, dx12, cook, nanite, metahuman).
  • Evidence first: Link summaries to artifacts (logs/traces) so answers are debuggable.

Product / Tooling Landscape (Keep This List Updated)

Unreal-adjacent "agent inputs" and "agent outputs" often come from:

  • Unreal Engine (UE5), UEFN, Verse
  • MetaHuman, Fab/Quixel pipeline, PCG framework
  • IDE coding copilots (for C++/Blueprint tooling and automation glue)
  • NPC/dialogue AI vendors and runtime agent frameworks (varies by project)

How This Repo Fits

This system stores:

  • Memories: summaries, bugs, decisions, patterns, lessons.
  • Artifacts: large files in R2 (logs, traces, screenshots) with chunk metadata for partial retrieval.
  • Sessions: the unit of work; closing a session can auto-evolve (summary + pattern extraction).
  • Daily research: cron-generated digests tagged unreal-agents.

Next Steps (Practical)

  1. Add an Unreal-side uploader (plugin or CLI) to create artifact records and upload logs/traces to R2.
  2. Add a parser that converts logs into searchable text chunks and links them to memories.
  3. Add a "triage agent" that turns a failing build into: repro, suspects, and a checklist.

References (Starting Points)