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
.utracesessions - 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_idwhen 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)
- Add an Unreal-side uploader (plugin or CLI) to create artifact records and upload logs/traces to R2.
- Add a parser that converts logs into searchable text chunks and links them to memories.
- Add a "triage agent" that turns a failing build into: repro, suspects, and a checklist.
References (Starting Points)
- Unreal Engine feed: https://www.unrealengine.com/en-US/rss
- arXiv (game + agent query): https://export.arxiv.org/api/query?search_query=cat:cs.AI+AND+all:game+AND+all:agent&start=0&max_results=10
- AI and Games feed: https://www.aiandgames.com/feed