Unreal Engine

RacLink for Unreal Engine

Describe a Blueprint, a widget or a whole system in the editor and it builds the real assets in your project — checked against the engine before a single one is created.

Version
1.0
Engine
5.1 or later
Platform
Windows
Modules
Runtime + Editor
Price
Free

Needs Visual Studio 2022 with the Game development with C++ workload — the same setup any C++ Unreal project requires. Blueprint-only projects run BuildPlugin.bat once first. A RacLink API key connects it to your workspace; AI calls spend workspace credits.

Get the plugin

Download .zip View on GitHub

All versions

Or clone it

git clone https://github.com/Betavoid-nuke/RacLink_UE.git

FAB — coming soon

Not listed yet. GitHub is the way to get it today.

Free on every RacLink plan

What it can do

Build a Blueprint from a description
Describe it in the chat tab — “a trigger volume that makes the player jump twice as high while they’re inside it”. You pick a folder, it creates the asset, compiles it, saves it and opens it. Not a code snippet: the real asset in your Content folder.
Build a whole system in one run
Ask for a system instead of a file and it plans every asset first, works out the order they have to exist in, and builds them one at a time. Each new asset is told the paths of everything built before it, so later assets reference earlier ones properly. If a run stops, type “continue” and it resumes where it left off.
Blueprints, widgets, interfaces, structs, enums, data tables
Blueprint classes off any parent, components with properties set, typed variables and arrays, event graphs, Blueprint functions with their own graphs, interfaces and implementations, full widget trees with every element exposed as a variable, user-defined structs and enums, and data tables with their rows filled in. Anything else the engine can make — input actions, mapping contexts, curves, data assets — gets created and configured by reflection.
Blueprint nodes that call your workspace
Ask a RacLink model a question, hit any endpoint of your workspace API, read a value out of the reply by dotted path, or check whether a key is configured. They work in the editor and in a packaged game, so a level can read real business data.
What it can’t do yet
Button clicks and other delegate bindings — it builds the widget and names every element, you wire the click. Graph-based assets come out empty: a material or animation Blueprint is created but its node graph is not. No macros, timelines or construction scripts. And it cannot list what is already in your Content folder, so name anything it should reuse.
Installing it
Copy the RacLink folder into <YourProject>/Plugins/. A C++ project rebuilds it when you open the .uproject; a Blueprint-only project has no compiler attached, so run BuildPlugin.bat first and copy the result in. Then paste an API key into Edit > Project Settings > Plugins > RacLink and press Test Connection. Full steps and troubleshooting are in the repository README.

Unity and Blender are next — see what's coming. Need a key? Create a free account.