plugin for Unreal Engine

GPT 5.3, Opus/Sonnet 4.6 & Gemini 3 Pro now in Unreal Engine 5

$ npm install -g flockbay@latest
$ flockbay start
Already installed?
Unreal Engine
CodexClaudeGemini
Real games developed on Unreal Engine. UE 5.5+ required.
Contextual and self-organizing
AI assistants that understand context keep documentation organized.
Parallel AI agents
Multiple AI assistants across code with a collaboration system built in.
Build without limits
No artificial limits or tokens/credits to reload. Your LLM account, your usage.

Your next game is one message away

Real edits. Real progress.
Flockbay edits levels, Blueprints and runs the playtest loop so gameplay iterations land fast.
FoeTouchDamage.cpp
C++ gameplay
Saved
1void UFoeTouchDamage::OnOverlap(AActor* OtherActor)
2{
3 if (ACharacter* Ch = Cast<ACharacter>(OtherActor))
4 {
5 UGameplayStatics::ApplyDamage(Ch, TouchDamage, nullptr, GetOwner(), DamageType);
6 Ch->GetCharacterMovement()->MaxWalkSpeed *= (1.f - SlowPct);
7 }
8}
Save all
MCP
BP_PlayerController + Level
Smoke test
MCP
PIE + screenshots
Reduce sprint acceleration by 30% on damage, then run a smoke test.
Move in parallel and stay aligned.
Supervise multiple conversations at once across levels, Blueprints, and code to keep every thread aligned.
Coordination ledger
Claims • evidence • outcomes
Aligned
Threads
3
Conflicts
0
Leases
4
File
State
BP_CheckpointManager.uasset
Locked
BP_Spawner.uasset
Locked
Saved/Screenshots/PIE_012.png
Done
No overlapping file claims.
Today • 9:23 AM·
Fix checkpoint placement
Level
CheckpointVolume.uasset
Today • 9:25 AM·
Run Unreal smoke test screenshots
Playtest
Saved/Screenshots/PIE_012.png
Today • 9:27 AM·
Tune spawner wave timing
Blueprint
BP_Spawner.uasset
Unlimited usage.
Bring your own Codex, Claude Code and Gemini account and build without artificial limits no tokens or credits to recharge.
CodexClaudeGemini
Context: shared & organized
A shared docs library to capture your decisions and conventions so every new session starts on-track.
04-core-gameplay-rules.md
Codex
·
Just now
Auto-maintained
Preview
## Core rules - Checkpoints every 12–18s - Respawn invincibility: 2s - Validate with PIE + evidence
Ask about your docs…
01-smoke-test-checklist.md
How to run a smoke test
Synced
02-spawner-wave-timing.md
Wave timing rules and examples
Queued
03-performance-watchlist.md
Performance issues to monitor
Updated
04-core-gameplay-rules.md
Core gameplay rules and mechanics
Updated

Oh so easy.

Run on your terminal to connect to your machine.

npm
macOS • Windows
$ npm install -g flockbay@latest
$ flockbay start

Unreal, in your pocket.

Keep sessions moving from iOS and Android whenever inspiration hits.

Coming soon
Download on the App Store
Get it on Google Play
mcp__flockbay__unreal_headless_screenshot
mcp__flockbay__unreal_latest_screenshots
mcp__flockbay__unreal_editor_launch
mcp__flockbay__unreal_editor_relaunch_last
mcp__flockbay__unreal_build_project
mcp__flockbay__unreal_smoke_test
mcp__flockbay__unreal_fast_preview
mcp__flockbay__unreal_mcp_command
mcp__flockbay__unreal_mcp_list_capabilities
mcp__flockbay__unreal_mcp_get_command_schema
mcp__flockbay__unreal_mcp_search_blueprint_functions
mcp__flockbay__unreal_mcp_resolve_blueprint_function
mcp__flockbay__unreal_mcp_search_assets
mcp__flockbay__unreal_mcp_get_asset_info
mcp__flockbay__unreal_mcp_list_asset_packs
mcp__flockbay__unreal_mcp_place_asset
mcp__flockbay__unreal_place_asset_relative
mcp__flockbay__unreal_mcp_get_editor_context
mcp__flockbay__unreal_mcp_get_player_context
mcp__flockbay__unreal_mcp_raycast_from_camera
mcp__flockbay__unreal_mcp_raycast_down
mcp__flockbay__unreal_mcp_get_actors_in_level
mcp__flockbay__unreal_mcp_get_actor_transform
mcp__flockbay__unreal_mcp_get_actor_bounds
mcp__flockbay__unreal_spawn_actor_relative
mcp__flockbay__unreal_mcp_get_play_in_editor_status
mcp__flockbay__unreal_mcp_editor_health
mcp__flockbay__unreal_mcp_play_in_editor
mcp__flockbay__unreal_mcp_play_in_editor_windowed
mcp__flockbay__unreal_mcp_stop_play_in_editor
mcp__flockbay__unreal_mcp_map_check
mcp__flockbay__unreal_mcp_compile_blueprints_all
mcp__flockbay__unreal_mcp_save_all
mcp__flockbay__unreal_mcp_create_landscape
mcp__flockbay__unreal_mechanic_run
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