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Introduction

Nwiro for Unreal Engine 5

Nwiro is an AI tooling layer for Unreal Engine 5. The core is a single C++ plugin that exposes 209+ editor tools covering blueprint graph manipulation, material authoring, level editing, PCG, animation, sequencer, Niagara, runtime control, and more. An AI agent uses those tools so you can describe what you want in natural language and watch it happen inside the editor.

Nwiro ships as two separate plugins on Fab . Pick the one that matches how you want to use AI.

Nwiro AI Pro

The full assistant with a built-in chat panel living inside the editor. You open it, type what you want, and watch Nwiro build blueprints, place meshes, write C++, and iterate on your scene, all while streaming tool calls and progress right into the chat.

  • Plugin: free on Fab.
  • AI usage: pay per use with credits or monthly plans on app.nwiro.ai .
  • Best for: teams and solo devs who want a polished editor-native assistant without wiring up their own AI infrastructure.
  • Extras included: Meshy / Tripo 3D generation, Stylescape HD demo pack, Biome Generator (PCG), in-editor File Editor, multi-model picker (Opus, Sonnet, Haiku, GPT-5, Gemini, DeepSeek, Llama, Mistral, Kimi).

Get Nwiro AI Pro on Fab → 

What it feels like

You open a blueprint and realise you need to wire a sprint feature. You tab over to the Nwiro panel and type:

Add a Sprint input action to BP_ThirdPersonCharacter, bind it to Left Shift, and change MaxWalkSpeed from 600 to 1100 while the action is held.

Nwiro responds with a short plan, asks for permission on the destructive edit, and makes the change. Thirty seconds later you press Play and Shift works. You ask for it on BP_AICharacter next. Then “use R instead of Shift.” Then “revert it.” Each turn updates the previous state.

Nwiro Integration Kit

The same 209 C++ tools, exposed as an MCP (Model Context Protocol) server on localhost:5353. You bring your own AI client (Claude Code, Codex CLI, Cursor, Windsurf, VS Code + Copilot, or any MCP-compatible tool) and it drives the engine through Nwiro’s tools.

  • Plugin: paid one-time purchase on Fab.
  • AI usage: whatever subscription you already pay (Anthropic, OpenAI, Google, etc.). Nwiro charges nothing after the initial purchase.
  • Best for: power users who already pay for Claude Code / Codex and want those CLIs to control Unreal.
  • Nwiro account only for the chat panel (free, Google sign-in supported). Billing for AI goes to your Anthropic / OpenAI provider.

Get the Integration Kit on Fab → 

What it feels like

You already have Claude Code installed and you’re paying Anthropic for it. You install the Integration Kit in your UE project, open its panel, and copy the one-line MCP registration command into your terminal:

claude mcp add --transport http nwiro http://127.0.0.1:5353/mcp

Next time you run Claude Code in the project directory, Claude sees the full Unreal tool surface. Ask it anything: “list every blueprint that references DamageComponent”, “add a jump montage to the third-person animation blueprint”, “rename all DT_ data tables to match the DT_Category_Subcategory convention”. It uses the tools you already bought inside Unreal.

Which one should I install?

QuestionPick
”I just want to open UE5 and start chatting about my project.”Nwiro AI Pro
”I already use Claude Code / Codex / Cursor and want them to edit my .uasset files.”Integration Kit
”I want to generate a procedural forest with one sentence.”Nwiro AI Pro (Biome Generator is Pro-only)
“I’d rather not manage credits; I pay for my own AI already.”Integration Kit
”I need the AI to live on my machine for compliance reasons.”Integration Kit (no external API by default)

You can install both side-by-side. They don’t conflict; each plugin owns its own panel, its own webview, and (for the Integration Kit) its own port. Some teams install Pro on designer machines and the Integration Kit on programmer machines.

What Nwiro is not

  • Not a model. Nwiro is the tool layer and (for Pro) the orchestration. The actual language model is Claude / GPT / Gemini / DeepSeek / etc., picked from the model dropdown in Pro or chosen by your MCP client in the Integration Kit.
  • Not asset-pack DLC. Pro bundles the Stylescape HD demo pack to get you going, but Nwiro itself generates neither meshes nor textures; it uses what’s in your project. For 3D generation, enable Meshy or Tripo and bring your own API key.
  • Not a replacement for the editor. Nwiro tools drive the real editor. You still need to know the editor; the AI speeds up the busywork.
  • Not offline by default, but can be. Pro needs the cloud backend for the LLM. The Integration Kit itself is local, and most clients you point at it (Claude Code, Codex, etc.) call a cloud model too — but the Kit also ships its own Local LLM adapter (Settings → Integrations → Local LLM) for fully offline AI: point it at a self-hosted model via Ollama, LM Studio, or llama.cpp, with no external AI client required.

How Nwiro actually works

At the heart of both products is the same C++ tool dispatcher. It translates abstract tool names (edit_blueprint, set_pin_value, spawn_actor, etc.) into real editor operations via Unreal’s C++ APIs. No Python bridge. No external subprocess. The tools run in the same process as the editor, so they’re fast, transactional where Unreal allows, and they show up in the undo stack.

Pro wraps the dispatcher with a cloud orchestration layer: an LLM picks a tool, the cloud sends the call down to the plugin, the plugin runs it, the result goes back up. The chat panel is an embedded WebView that renders the conversation and streams tool results live.

Integration Kit exposes the dispatcher directly as an HTTP-based MCP server. MCP-compatible clients can list the tools, see their JSON schemas, and call them. The protocol is standard MCP, so there’s nothing Nwiro-proprietary in the wire format.

Who it’s for

  • Technical designers who’d rather describe the behavior than wire a graph for the twentieth time.
  • Environment artists who want to spin up biomes, reuse splines, and test different palettes in minutes.
  • Programmers who’d rather offload graph-wiring chores to the AI while thinking about architecture.
  • Indie teams that need one Nwiro-backed developer who can move across disciplines without being a specialist in each.

Nwiro does not write your game for you. It does the busywork so you can spend time on the part only you can do.

What’s in this documentation

  • Quick Start: fastest path to a working chat, for both products.
  • Installation: step-by-step Fab install, engine plugin requirements, first launch, updates, uninstall.
  • Nwiro AI Pro: chat panel, extensions, models, 3D generation, Biome Generator, billing.
  • Integration Kit: Claude / Codex install and activate flow, permissions.
  • Reference: tool catalog, prompt engineering, asset naming, troubleshooting, architecture.
  • Changelog: release notes.

Requirements

RequirementDetails
Unreal Engine5.5, 5.6, or 5.7
PlatformsWindows
NetworkRequired. Pro talks to the Nwiro cloud; the Integration Kit talks to whichever AI provider (Anthropic, OpenAI, etc.) you’re using
Disk (Pro)~5 GB free if you install the Stylescape HD demo pack
Account (Pro)Free Nwiro account for chat; Google sign-in supported
Account (IK)Free Nwiro account for the chat panel and cloud sync; Google sign-in supported

Getting help

  • Pro users can use the Feedback tab in the profile panel. It goes straight to the team.
  • Integration Kit users can leave Fab comments on the listing or use the issue tracker if you have a direct support link.
  • Community: #nwiro in the Leartes Discord is the fastest way to reach other users.

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