Chat Panel
The Pro panel is a docked Unreal window hosting a full chat UI. This page covers the layout and day-to-day interactions.
Layout
- Sidebar lists all your conversations, grouped by day. Each chat keeps its own history, extension toggles, and cost breakdown. Right-click to rename or delete.
- Chat thread shows user messages on the right, assistant responses on the left. Tool calls render as inline cards with status, inputs, and output preview.
- Input box is where you type. Ctrl+V pastes images (vision).
@opens an asset or file picker. - Header shows the current model, active cost for this chat, Download Demo Assets, File Panel toggle, and New Chat.
- Footer has the mode selector and extension toggles via the
+menu.
You can dock the panel next to any other editor panel (Viewport, Content Browser, Details). The layout is remembered across sessions.
Messages and tool calls
An assistant turn looks like this:
- Assistant text block with the plan and explanation.
- One or more Tool cards (one per C++ tool call). Click to expand input and output.
- Optionally Permission cards when the agent wants to do something destructive. Approve once, for the session, or deny.
- Follow-up assistant text once the tools finish.
Tool cards stay inline so the chat doubles as an audit trail. Scroll back and see exactly what was run on what, when.
Asset and file references
Three ways to pull project context into a message:
@opens an inline picker with every.uassetand project file in the current project. Select one and the agent gets its full path as context.- Paste an image (Ctrl+V). It’s attached to your message as vision input. The agent can read editor screenshots, blueprint graph captures, reference art, error dialogs.
- Drag a file from the Content Browser onto the chat. Same effect as
@.
Voting and feedback
Every assistant message has thumbs up and down buttons.
- Up-vote records a positive signal on the turn.
- Down-vote opens a form so you can add a short note. Down-votes save a snapshot of the turn so we can review it later.
Use this liberally. It’s how Nwiro improves.
Download Demo Assets
Button in the header. One-click install of the Stylescape HD pack (6 biomes, 224 meshes). The download:
- Shows live progress (downloading, verifying, unzipping, importing, completed) next to the button.
- Is cancellable any time.
- Resumes from where you left off if you restart the editor mid-download.
See Demo Assets for what’s in the pack.
File Panel
Toggle from the header (paper icon). When the AI edits non-asset project files (via the File Editor extension), they appear as tabs in the right side panel with:
- Syntax highlighting (Monaco editor).
- Diff view showing what the AI changed.
- A Save button at the top of each file tab that writes the current content back to disk.
Where results land
- Blueprint edits happen in-place on the asset. The editor’s Undo stack still works.
- PCG graphs land in
/Game/NwiroAssets/{ProjectName}/, versioned_v1,_v2. - Spline blueprints land as
BP_{ProjectName}, reused across iterations. - Generated 3D meshes land in
/Game/<mesh-name>/when you click Import UE5. - Created C++ or config files (File Editor extension) show up in the File Panel, saved to disk on Ctrl+S.