Version 1.8
Universal Game Pilot v1.8 is out now!
Major New Unreal Authoring Systems
UGP v1.8 introduces major new authoring systems for Blueprints, Animation Blueprints, Control Rigs, Physics Assets, Animation Sequences, Pose Search, and other supporting Unreal assets.
This release significantly expands UGP's ability to inspect existing assets, recreate them, compare implementations, author complex editor-visible behavior, and verify the result.
New Blueprint UI Authoring System
UGP now authors Blueprints through Unreal's live Blueprint and K2 editor APIs.
- Variables, functions, macros, delegates, interfaces, components, and class defaults
- Event Graphs, Construction Scripts, function graphs, collapsed graphs, and timelines
- Function calls, events, loops, switches, containers, structs, delegates, and subsystem nodes
- External Blueprint and native property access
- Split pins, wildcard specialization, typed arrays, maps, and sets
- Enhanced Input events with correctly specialized Action Value pins
- Chooser nodes and dynamically reconstructed pins
- Animation Blueprint nodes, state machines, states, transitions, and transition callbacks
- Chaos Vehicle components and complex vehicle configuration structs
Blueprint Node Catalog
UGP now uses Unreal's real Blueprint action database and reflection data.
Blueprint Export and Round-Trip Authoring
UGP now exports reusable direct-authoring action files.
Exports preserve Blueprint structure using first-class actions for functions, macros, state machines, delegates, containers, Enhanced Input, Chooser nodes, animation nodes, components, and other specialized node families.
Full Control Rig Authoring
UGP v1.8 adds a complete live Control Rig authoring workflow.
UGP can now author RigVM graphs, Forward Solve, Backward Solve, Construction Event graphs, functions, variables, pins, links, defaults, hierarchy elements, controls, bones, nulls, curves, and execution flow.
Physics Asset Authoring
UGP now includes first-class Physics Asset inspection, editing, validation, export, and replay.
Agents can author bodies, primitive geometry, constraints, constraint frames, collision pairs, physical animation profiles, constraint profiles, bounds bodies, fitting settings, and mirrored body setups.
The workflow supports weighted geometry fitting, profile preservation, safe rollback, stale-revision protection, and save/reload verification.
Animation Sequence and Modifier Improvements
Animation Sequence authoring now supports sparse, presence-based edits without clearing omitted content.
UGP preserves bone tracks, keys, curves, notifies, root-motion settings, looping settings, metadata, private modifier instances, asset user data, and import data when editing existing sequences.
Animation Modifier support now includes detailed inspection, graph/function patching, modifier configuration, sequence application, and improved footstep/lift-off processing.
Pose Search, Chooser, and Retargeting
Expanded authoring support includes Pose Search Schemas, Pose Search Databases, normalization sets, Chooser Tables, animation sets, and Motion Matching supporting assets.
Pose Search validation now checks schema cardinality, usable poses, PCA configuration, exclusion ranges, transition samples, and terminal index-build status before accepting database changes.
IK Retargeter workflows now support explicit create, reuse, and replace modes. Existing tuned retargeters can be reused without recreating or dirtying them, while animation outputs can still be regenerated safely.
New General Asset Compare
UGP now includes lean source-versus-target comparison.
Agents can compare complete assets or selected sections such as variables, defaults, components, functions, graphs, state machines, properties, and nested subobjects.
This makes parity checks, recreation workflows, and "make asset B match asset A" tasks substantially more reliable.
PIE Testing and Video Capture
PIE tools now include stronger readiness checks, possession support, input injection, runtime state inspection, and short video recording.
UGP can record up to three seconds directly from the PIE viewport without generating temporary PNG frames.
Performance and Stability
- Added centralized release of preview worlds, components, render targets, textures, temporary assets, and editor references
- Reduced persistent editor lag after repeated authoring and preview operations
- Prevented read-only operations from unnecessarily compiling or dirtying assets
- Added automatic cleanup for expired screenshots, videos, snapshots, and comparisons
- Improved long-running Control Rig and Blueprint action yielding so the editor remains responsive
- Fixed shadow-success/apply-disappears Blueprint mutations
- Fixed repeated transition graph names resolving to the wrong owner
- Fixed malformed function entries, result nodes, fake events, and duplicate native events
- Fixed external Blueprint variable get/set authoring
- Fixed typed scalar defaults being truncated or reported as
int32 - Fixed unsafe raw Add Component nodes that could crash the editor
- Fixed Blueprint parent-path resolution attempting enormous invalid allocations
- Fixed DataTable row names being validated as struct fields
- Fixed Animation Sequence shadow copies retaining illegal private-object references
- Fixed stale compile errors from deleted scratch assets blocking clean changesets
- Added generalized rollback when real asset application fails
- Added broader semantic warnings and structured diagnostics
- Updated the Desktop App to fix chat thread issues and improve general performance
UGP v1.8 is the largest authoring and reliability update since Niagara support was introduced, with a major focus on creating complex Unreal assets through the same editor-facing concepts and operations a developer would use manually.
You can download the latest plugin with the latest desktop app at https://ugamepilot.com/download and use your confirmation number to obtain a fresh download link.