File Editor
The File Editor extension lets the agent read, write, delete, and rename non-asset project files (C++, headers, build configs, .ini, anything else in the project folder that isn’t a .uasset).
Enable the extension
In any chat, click + in the input bar and toggle File Editor. The toggle is per-chat. Off by default so the agent sticks to .uasset work unless you explicitly opt in.
What it can do
The four file operations the extension unlocks:
| Tool | Description |
|---|---|
read_file | Read any file in the project. |
write_file | Create or overwrite a file. |
delete_file | Delete a file (asks permission first). |
rename_file | Move or rename a file (asks permission first). |
Combined with the rest of the tool surface, you can do things like:
Create
Source/MyProject/Public/Abilities/NwiroDash.hand.cppthat implement a one-shot dash Gameplay Ability triggered byIA_Dash. Then add the new ability toBP_Player’s ability system component.
The agent will:
- Read the existing
IA_Dashinput action. - Write the two C++ files.
- Edit
BP_Playerto add the ability. - Ask you to recompile (Live Coding), since new C++ needs a build.
File Panel
When the agent edits a file, it appears as a tab in the right-side File Panel:
- Monaco editor with syntax-highlighted view of the current content.
- Diff view with green / red highlights of the AI’s changes against what was on disk.
- Save (Ctrl+S) writes the in-memory content back to disk.
The File Panel auto-opens when files are written; toggle it from the header if you want to hide it.
Typical use cases
- Add a Gameplay Ability. Write the
.h/.cppplus wire it into the ASC. - Refactor a subsystem. The agent reads every file touching
UMyStatsSubsystem, applies changes, leaves diffs in the File Panel. - Tweak build config: “add
GameplayAbilitiestoPublicDependencyModuleNamesinMyProject.Build.cs”. - Generate config: “create
Config/DefaultGame.iniwith the/Game/MyGameMode.GameMode_Cset as the default.” - Fix include-order issues. The agent can read every file and apply consistent include patterns.
Safety
- All file operations except
read_fileask for permission by default. - The File Panel shows diffs before you save, so you can review what the agent wrote.
- File operations are scoped to your project folder. The agent can’t read or write outside
<Project>/.
After editing C++
Remember: changing C++ files doesn’t magically rebuild the engine. After the agent writes new .cpp / .h, you need to:
- Save everything in the File Panel (Ctrl+S).
- Use Live Coding (
Ctrl+Alt+F11) to recompile without closing the editor. - Or close the editor and rebuild from your IDE.
The agent knows this and will remind you when it touched C++.
Limitations
- Binary files aren’t editable.
read_fileon an image or a.uassetreturns size info only; you can’t ask the agent to edit binaries this way. - Large files are slow. Reading a 100k-line file eats a lot of context. Avoid pointing the agent at generated
.pb.hfiles or similar. - New C++ classes don’t auto-register. You still need to recompile for the new class to show up in the editor.