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Nwiro AI ProFile Editor

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:

ToolDescription
read_fileRead any file in the project.
write_fileCreate or overwrite a file.
delete_fileDelete a file (asks permission first).
rename_fileMove 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.h and .cpp that implement a one-shot dash Gameplay Ability triggered by IA_Dash. Then add the new ability to BP_Player’s ability system component.

The agent will:

  1. Read the existing IA_Dash input action.
  2. Write the two C++ files.
  3. Edit BP_Player to add the ability.
  4. 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 / .cpp plus 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 GameplayAbilities to PublicDependencyModuleNames in MyProject.Build.cs”.
  • Generate config: “create Config/DefaultGame.ini with the /Game/MyGameMode.GameMode_C set as the default.”
  • Fix include-order issues. The agent can read every file and apply consistent include patterns.

Safety

  • All file operations except read_file ask 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:

  1. Save everything in the File Panel (Ctrl+S).
  2. Use Live Coding (Ctrl+Alt+F11) to recompile without closing the editor.
  3. 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_file on an image or a .uasset returns 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.h files or similar.
  • New C++ classes don’t auto-register. You still need to recompile for the new class to show up in the editor.
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