Agent Ape · Game Development MCP
The AI agent that respects your pipeline.
An in-editor MCP copilot for Unreal Engine that knows Perforce, builds, and GAS — not just Blueprints. Pipeline-aware. GAS-deep. BYOK-first.
Built while shipping real games on Unreal Engine 5.8.
One agent, every engine
Built while shipping real games
ElementalFury — a GAS-driven roguelite, built with Agent Ape on the same ability system it authors.
TTSS — a shipped title on Steam, dogfooding the asset and pipeline tooling in production.
First-party proof, not a design-partner reel — we ship with it ourselves.
A copilot that understands the work, not just the syntax.
pipeline-aware
Respects your pipeline
Checks Perforce checkout before it edits a tracked file. Warns when a change needs a full build instead of Live Coding. No silent failures, no broken sync.
gas-deep
Speaks GAS fluently
Gameplay Abilities, Effects, Attributes, Tags, and cues — authored by an agent that understands GAS, not a generic Blueprint autocomplete.
project memory
Remembers your project
Carries context across sessions — your attributes, conventions, and decisions — so it stops re-asking what your project already knows.
Everything it does in Unreal
Built on the open MIT ChiR24 base (~400 actions across the editor) plus Agent Ape's product layer. The ★ rows are where we go where no competitor does.
blueprints
Blueprints
Author nodes, wire pins, and compile — plus bp_review (broken exec, null-refs, type mismatches, typos) and automatic graph layout.
★ gas
Gameplay Ability System
Tags, attributes, abilities, effects, and cues — with ability triggers, event overrides, attribute-based modifiers, and startup grants. Authoring, not just inspection.
assets · materials · vfx
Assets, materials & VFX
Create, search, and bulk-edit assets; materials & textures; Niagara VFX; UMG widgets.
worlds
Worlds & levels
Spawn actors, paint landscape/foliage/water/sky, PCG procedural generation, sequencer, geometry, and navigation.
systems
Animation · audio · net · AI
Animation montages & physics, sound cues, replication, and behavior trees.
★ pipeline
Production pipeline
Checks Perforce checkout before it edits, warns when a change needs a full build vs Live Coding, and remembers your project across sessions. No other copilot does this.
automation
Batch & automation
Read N assets and modify M properties in a single call; Python macros; find-by-property over live engine data.
safety
Modes & safety
Ask / Plan / Agent modes with mode-safety — zero destructive edits in Plan. BYOK: your keys and code stay on your machine.
Why a general copilot isn't enough.
Cursor and Copilot are great at code. They don't know your engine, your checkout state, or your ability system. Agent Ape does.
Lives in your editor.
01
In-editor panel
A native panel inside the Unreal editor — ask, plan, and let the agent act on your project.
02
Acts through tools
Authors Blueprints, GAS, and assets through deterministic tools — and guards your pipeline as it goes.
03
Open by design
Speaks MCP, so it drives from the editor or any MCP-compatible environment you already use.
Epic native plugin
Works flawlessly with Epic's native MCP plugin
On Unreal Engine 5.8+, Agent Ape runs seamlessly alongside Epic's native Model Context Protocol plugin. Epic's toolsets and Agent Ape's tools work together through a single gateway — auto-detected and adopted in under a second, verified live in-editor. You get Epic's breadth plus Agent Ape's GAS-authoring depth and pipeline awareness — every tool, together.
Bring your own key
Your code and keys stay yours.
Agent Ape runs on your own model provider. Your source and your API keys never leave your machine. Telemetry is opt-in.
Questions
Which Unreal Engine version?
Built and dogfooded on Unreal Engine 5.8.
Do I bring my own key?
Yes — BYOK. Agent Ape runs on your own model provider; your code and API keys never leave your machine.
Is my source sent anywhere?
No. It runs in your editor, and telemetry is opt-in.
How is it different from Cursor or Copilot?
It knows your engine, your Perforce checkout state, your build rules, and your ability system — not just code.
What does it cost?
Pricing is announced at launch. Join the waitlist for early access and pricing.
Can I drive it from outside the editor?
Yes — it speaks MCP, so it works from any MCP-compatible environment.
Coming to your engine next
Agent Ape is a Game Development MCP — the same pipeline-aware agent, one engine at a time. Unreal today; Unity and Godot next.
Get early access.
Join the waitlist for early access, or apply to be a design partner and shape the roadmap.
No spam. We'll only email you about early access.