Documentation

Universal Game Pilot Tutorial

This guide is for users starting from scratch. It walks through the full UGP setup: Codex, the Universal Game Pilot desktop app, the Unreal Engine plugin, project linking, sign-in, and final MCP verification.

Windows 10 or 11 UE 5.4 - 5.7 Codex-backed workflow MCP integration

Overview

UGP for Unreal teams

Universal Game Pilot is an agent workflow desktop app plus Unreal Engine 5 plugin that brings a Codex-style workflow directly into UE projects. It is designed for Unreal Engine 5.4, 5.6, and 5.7.

Includes

  • a UE5 plugin installed in your project or engine
  • the Universal Game Pilot desktop app
  • a local Codex-backed app server workflow
  • MCP-based integration between the desktop app and Unreal

Notable UI features

  • Unreal node graph preview
  • built-in skills and linked project support
  • docked and always-on overlay mode
  • explicit Connected and MCP status badges
1

Before you begin

What you need

Required

  • Windows 10 or Windows 11
  • Unreal Engine 5.4, 5.6, or 5.7
  • Internet access
  • An OpenAI account or OpenAI API key
  • A local installation of the Universal Game Pilot desktop app

Optional but useful

  • Python 3.x for custom scripts, helper tooling, or advanced local automation
  • Node.js LTS with npm on your PATH if you prefer the Codex CLI install route
2

Install Codex

Recommended easy setup

UGP is designed around the Codex local experience, so the easiest setup is to install Codex first using one of the official user-friendly routes. Choose one option below.

Option A

Microsoft Store

  1. Open the Microsoft Store.
  2. Search for Codex by OpenAI.
  3. Install the app.
  4. Launch Codex once and complete sign-in.

Option B

OpenAI download page

  1. Open the official Codex download page: chatgpt.com/codex.
  2. Download the Windows build.
  3. Install it.
  4. Launch Codex once and complete sign-in.

Option C

Visual Studio Code extension

  1. Open Visual Studio Code.
  2. Open the Extensions view.
  3. Search for Codex by OpenAI.
  4. Install the extension.
  5. Open the Codex panel and complete sign-in.

Option D

CLI install

npm install -g @openai/codex
codex --version

UGP uses the same general Codex-style account flow and terminology, so using the official Codex app or extension first usually makes setup easier.

3

Desktop app

Install Universal Game Pilot

Install steps

  1. Download the app from ugamepilot.com/download.
  2. Unzip the package.
  3. Run Universal Game Pilot-1.0.0 Setup.exe.
  4. Install the Universal Game Pilot desktop app.
  5. Launch Universal Game Pilot.

Sign in with ChatGPT or OpenAI

  1. If the status is Disconnected, click Connect or Reconnect.
  2. Your browser opens.
  3. Sign in with your ChatGPT or OpenAI account.
  4. Return to the app after the browser completes the callback.

What you should see

On first launch, the main desktop shell should appear with top-right status badges such as Disconnected or Connected and MCP. Depending on state, they may not both be active yet.

  • Codex-style thread UI
  • linked references and built-in skills
  • UE graph preview support
  • docked and always-on overlay mode
  • Unreal MCP and harness integration
4

Configuration

Check backend and model setup

Open Settings > Configuration. Use this page to verify the active local backend before you start making Unreal requests.

Verify these values

  • Codex version or local backend version
  • app-server version
  • active binary path
  • active CODEX_HOME
  • detected model list
  • configuration file locations

Useful actions

  • Use Refresh backend + model list if something looks wrong.
  • Open config.xml or config.toml for direct inspection.
  • Use these files to review configuration settings, available models, and MCP connections.

API keys entered in the settings page are stored safely in the Windows Credential Manager.

5

Unreal setup

Install the Unreal plugin

Copy the plugin into either your project or your engine installation. The desktop app and plugin are meant to be used together.

Project-local install

YourProject/Plugins/UniversalGamePilot/

Engine-wide install

UE_5.x/Engine/Plugins/Marketplace/UniversalGamePilot/

Plugin folder contents

UniversalGamePilot/
|- UniversalGamePilot.uplugin
|- Source/
|- Resources/
`- Config/

Then in Unreal

  1. Start Unreal and open your project.
  2. Go to Edit > Plugins.
  3. Search for Universal Game Pilot.
  4. Enable it.
  5. Restart the editor.
7

MCP connection

Manually connect to Unreal if needed

If the MCP badge is still blinking red, you can manually connect the UGP plugin and Unreal project.

  1. Make sure you already linked the correct UE project in UGP.
  2. Click Link UE Project if you still need to point at the project with the plugin installed.
  3. Click Launch UE with MCP to launch the linked project with MCP enabled.
  4. If you launch from the .uproject, MCP is usually auto-started.
  5. Confirm that the MCP badge turns green.
8

Verification

Confirm the full connection

With both Unreal and UGP open, run a quick read-only check before using any edit actions.

  1. Check the badge labeled Connected.
  2. Check the badge labeled MCP.
  3. Open a new Codex thread in UGP.
  4. Try one of these read-only prompts first.

Explain this Blueprint.

List all the blueprints in this project.

Create me a Enum with 3 entries of Living Room, Bedroom and Bathroom

If the plugin and desktop app are communicating correctly, UGP should be able to read project context, list Blueprint assets, and handle simple Unreal creation tasks inside the linked project.

9

Optional

Overlay mode and extra tooling

Docked and always-on mode

UGP includes an optional compact overlay workflow for in-editor use. Turn on Always On When Minimized if you want a lightweight assistant surface while continuing to work inside Unreal Editor.

Python and npm

Python is recommended for custom scripts and helper tooling. Node.js with npm is useful if you prefer the Codex CLI installation route.

python --version
pip --version
10

Troubleshooting

Common setup issues

UGP does not detect Codex

  1. Open Settings > Configuration.
  2. Check the reported binary path.
  3. Click Refresh backend + model list.
  4. Confirm you already completed sign-in in the Codex app or extension.

Browser sign-in completes but UGP still looks disconnected

  1. Close and reopen UGP.
  2. Re-open the Codex app or VS Code Codex panel.
  3. Refresh backend status again from Settings > Configuration.

MCP is not active

  1. Confirm the UE plugin is enabled.
  2. Confirm the correct UE project is linked in Settings > General.
  3. Restart Unreal Editor.
  4. Restart UGP.

The plugin appears in Unreal but no actions work

  1. Test a read-only request first.
  2. Confirm the top-right Connected and MCP badges are active.
  3. Verify the linked Content folder points to the intended project.
11

Recommended flow

Smoothest first-time setup

  1. Install the official Codex app from the Microsoft Store or the OpenAI download page.
  2. Sign in there first.
  3. Install and launch Universal Game Pilot.
  4. Install and enable the Unreal plugin.
  5. Link your UE project.
  6. Verify Connected and MCP.
  7. Start with a safe read-only prompt before using edit actions.

General notes for all examples

  1. Launch Universal Game Pilot.
  2. Confirm the app is connected and Unreal MCP is available.
  3. If needed, click Settings and verify the correct Unreal project and MCP port.
  4. Return to the main screen or a new Codex thread.
  5. Click Select Workspace or Change Workspace.
  6. Pick the Unreal project folder you want the task to run against.
  7. Confirm the workspace name appears in the header.
  8. For any normal task, use the main prompt box on the landing page or in a Codex thread.
  9. If you minimize the app while a task is running, the app moves into dock view so you can keep watching progress and incoming status messages while Unreal stays in front.
  10. When the task completes, restore the app, read the full result, and verify the output inside Unreal Editor.
12

Example

Weapon Progression DataTable

Prompt

Create a weapon progression DataTable from my weapon struct, generate a balanced level curve from 1 through 5, and fill it with 5 distinct entries.
  1. Select the correct workspace in the new Codex thread start page.
  2. Paste the prompt into the main prompt box and click Send.
  3. Watch the thread while the agent inspects the project, finds the weapon struct, and creates or updates the DataTable.
  4. If you want Unreal Editor to stay frontmost, minimize the app. It moves into dock view and keeps running.
  5. Restore the app after the thread finishes.
  6. Read the final summary to see which struct and DataTable assets were used or created.
  7. If an Unreal asset path appears in chat, click it to open the asset directly in Unreal.
  8. In Unreal Editor, open the DataTable and verify that there are 5 rows.
  9. Confirm the entries scale sensibly from level 1 to level 5 and match the underlying weapon struct fields.
  10. If the tuning feels wrong, continue in the same thread with a follow-up prompt.
13

Example

Enemy State Tree

Prompt

Build an enemy State Tree that patrols, detects the player, attacks in range, and retreats when health drops below a threshold.
  1. Select the correct workspace in the new Codex thread start page.
  2. Paste the prompt into the main composer and click Send.
  3. Read the progress while the agent inspects the AI setup and creates or edits the State Tree asset.
  4. Minimize the app if you want to keep Unreal in focus. The app drops into dock view.
  5. Restore the app after the task finishes.
  6. Read the final response to see which State Tree asset and supporting assets were touched.
  7. Click any /Game/... asset path in chat to open the State Tree directly in Unreal.
  8. In Unreal Editor, inspect the State Tree and confirm there are states or transitions for patrol, detection, attack, and retreat.
  9. Check that the retreat behavior uses a health threshold instead of a vague condition.
  10. Run PIE and verify patrol, detection, attack, and retreat all behave correctly.
14

Example

Character Animation Blueprint

Prompt

Create an Animation Blueprint for my character with idle, walk, and run blending then test it out to see that it works
  1. Select the correct workspace in the new Codex thread start page.
  2. Paste the prompt into the main prompt box and click Send.
  3. A new Codex thread opens and the agent inspects the skeletal mesh, animation assets, and current animation setup.
  4. If you minimize the app during the task, it moves into dock view and keeps the thread visible in compact form.
  5. Restore the app when the work is done.
  6. Read the final response to see which Animation Blueprint was created or modified.
  7. In Unreal Editor, open the Animation Blueprint and inspect the Event Graph and Anim Graph.
  8. Confirm the locomotion values are cached cleanly and not duplicated in a messy way.
  9. Play in Editor and verify idle, walk, and run all blend correctly.
  10. If transitions are too sharp or wrong, continue in the same thread with a corrective prompt.
15

Example

Broken Widget Blueprint Reconstruction

Prompt

Reconstruct this broken Widget Blueprint into a valid replacement asset and verify the widget tree, bindings, and animations all still work.
  1. Select the project workspace in the new Codex thread start page.
  2. Paste the reconstruction prompt into the main composer. If needed, include the target widget asset path using @.
  3. Click Send.
  4. The agent runs the reconstruction workflow and creates a valid replacement asset rather than mutating the broken original blindly.
  5. Minimize the app if you want to keep Unreal Editor in front. The app switches into dock view.
  6. Restore the app once the reconstruction is complete.
  7. Read the final response to see the reconstructed asset path and open it directly in Unreal.
  8. Inspect the widget tree, bindings, named widgets, and animations.
  9. Compile and save the asset, then preview it or run PIE if needed.
  10. Confirm the widget no longer throws compile or runtime errors.
16

Example

Bench Smart Object

Prompt

Create a Smart Object definition for a bench interaction so NPCs can reserve it, navigate to it, sit, and release it correctly.
  1. Select the correct workspace in the new Codex thread start page.
  2. Paste the Smart Object prompt into the main composer and click Send.
  3. The agent inspects any existing Smart Object setup and creates or edits the bench interaction asset.
  4. If you minimize the app, it transitions into dock view while the job continues.
  5. Restore the app when the task is complete.
  6. Read the output to identify the Smart Object definition and any related assets.
  7. Click the resulting asset path in chat to open it directly in Unreal.
  8. Inspect the slots, tags, and behavior configuration.
  9. Place or associate the Smart Object with a bench actor if needed.
  10. Run the game or simulation and confirm reservation, sit, and release all work correctly.
17

Example

UI Hover Sound Effect

Prompt

Generate a short sci-fi UI hover sound and import it into /Game/Audio/UI as a SoundWave asset.
  1. Select the project workspace in the new Codex thread start page.
  2. Paste the sound prompt into the main composer and click Send.
  3. A new Codex thread opens and the agent begins sound generation and import.
  4. Minimize the app if you want to keep Unreal Editor active. The app moves into dock view.
  5. Restore the app after completion.
  6. Read the final response to see the generated file location and imported Unreal asset path.
  7. In Unreal Editor, open /Game/Audio/UI and locate the imported SoundWave asset.
  8. Preview the sound.
  9. Confirm it is short, responsive, and appropriate for UI hover use.
  10. If the tone or length is wrong, continue in the same thread with a refinement request.
18

Example

Material UI Storyboard: Widget From Reference

This example uses the Material UI Storyboard instead of the normal prompt flow.

Goal

Create a widget design task from a screenshot reference so the app can generate a .reference file and then start the implementation thread.

  1. Click Material UI Storyboard in the left menu.
  2. Click Select Workspace or Change Workspace and pick the Unreal project folder.
  3. Click Add Widget in the storyboard toolbar.
  4. Upload the main screenshot to the Widget card.
  5. If needed, click the cutout button and create icon cutouts from the image.
  6. Click the Widget storyboard card so it becomes selected and confirm Build Now becomes enabled.
  7. Click Build Now.
  8. The storyboard collapses into its compact build state and the loading text reads Creating design reference file...
  9. If you minimize the app during this build, the app moves into dock view.
  10. The build runs through the design-reference pipeline and then opens the final Codex implementation thread.
  11. Restore the app when the conversation is finished and check the workspace for the saved .reference file.
19

Example

Material UI Storyboard: Icons From References

This example uses the Material UI Storyboard icon flow.

Goal

Generate transparent icon PNGs and import them into Unreal.

  1. Click Material UI Storyboard.
  2. Set the workspace if it is not already set.
  3. Click Add Icons.
  4. Add icon reference images, or import a .reference file that contains valid icon SVGs.
  5. Click the Icon storyboard card so it becomes selected and confirm Build Now is enabled.
  6. Click Build Now.
  7. The card collapses into its build state.
  8. If the card contains image-only inputs, the build first runs icon generation and then import.
  9. If you minimize the app during the run, it drops into dock view.
  10. Restore the app when the thread completes and review where the PNGs were saved and which Unreal assets were imported.
  11. In Unreal Editor, browse to /Game/UI/Icons and confirm the imported textures have clean transparent backgrounds.
20

Example

Material UI Storyboard: Fonts From Reference

This example uses the Material UI Storyboard font flow.

Goal

Identify a font from a UI reference, download the best match, and import it into Unreal.

  1. Click Material UI Storyboard in the left menu.
  2. Click Select Workspace or Change Workspace and pick the Unreal project folder.
  3. Click Add Font.
  4. Upload the .reference file for the design and any supporting screenshots that show the typography clearly.
  5. Click the Font storyboard card so it becomes selected and confirm Build Now becomes enabled.
  6. Click Build Now.
  7. The storyboard collapses into its compact build state and the build opens a new Codex thread.
  8. If you minimize the app during the run, it moves into dock view and continues there.
  9. Read the final response to see which font was selected, where it was downloaded, and how it was imported.
  10. In Unreal Editor, browse to /Game/UI/Fonts and confirm the imported font matches the original reference closely.