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 startAlready installed?
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++
Saved
1#include "FoeTouchDamage.h"
2#include "GameFramework/Character.h"
3#include "GameFramework/CharacterMovementComponent.h"
4#include "Kismet/GameplayStatics.h"
5
6void UFoeTouchDamage::OnOverlap(AActor* OtherActor)
7{
8 if (ACharacter* Ch = Cast<ACharacter>(OtherActor))
9 {
10 UGameplayStatics::ApplyDamage(Ch, TouchDamage, nullptr, GetOwner(), DamageType);
11 Ch->GetCharacterMovement()->MaxWalkSpeed *= (1.f - SlowPct);
12 GetWorld()->GetTimerManager().SetTimer(SlowTimer, this, &UFoeTouchDamage::RestoreSpeed, SlowSeconds);
13 }
14}
ViewportPIEScreenshot captured#012
Save all
MCP
Saved level + BP_PlayerController
Smoke test
MCP
PIE + screenshots • 0 crashes
BP_PlayerController
Blueprint
Please reduce sprint acceleration by 30% when taking damage, and add a quick smoke test.
FoeTouchDamage.cpp
C++ gameplay
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.
Today • 9:23 AM·
·Level
Fix checkpoint placement
CheckpointVolume.uasset
+1 moreToday • 9:25 AM·
·Playtest
Run Unreal smoke test screenshots
Saved/Screenshots/PIE_012.png
+1 moreToday • 9:27 AM·
·Blueprint
Tune spawner wave timing
BP_Spawner.uasset
+1 more
Coordination ledger
Claims • evidence • outcomes
AlignedThreads
3
Conflicts
0
Leases
4
File
Owner
State
BP_CheckpointManager.uassetLocked
BP_Spawner.uassetLocked
Saved/Screenshots/PIE_012.pngDone
BP_WaveDirector.uassetQueued
No overlapping file claims detected.
Coordination ledger
Claims • evidence • outcomes
AlignedThreads
3
Conflicts
0
Leases
4
File
State
BP_CheckpointManager.uasset
BP_Spawner.uasset
Saved/Screenshots/PIE_012.png
No overlapping file claims.Today • 9:23 AM·
Fix checkpoint placement
Level
CheckpointVolume.uassetToday • 9:25 AM·
Run Unreal smoke test screenshots
Playtest
Saved/Screenshots/PIE_012.pngToday • 9:27 AM·
Tune spawner wave timing
Blueprint
BP_Spawner.uassetUnlimited usage.
Bring your own Codex, Claude Code and Gemini account and build without artificial limits no tokens or credits to recharge.
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
Last updated by:
Codex·
Just now·
documentation/04-core-gameplay-rules.md#Gameplay Rules
This is the core set of gameplay rules that define player interactions, level design principles, and overall game mechanics. These rules should be followed closely to ensure a consistent and engaging player experience.
##Latest update
- Reduced sprint acceleration by 30% when taking damage.
- Respawn invincibility for 2 seconds after checkpoint respawn.
- Enabled rapid-fire mode for primary weapons.
Snippet
## Rules
- Place checkpoints near low-risk transitions
- Keep 12–18s between checkpoints (target)
- Always validate with PIE + screenshot evidence
Ask about your docs…
01-smoke-test-checklist.md
How to run a smoke test
02-spawner-wave-timing.md
Wave timing rules and examples
03-performance-watchlist.md
Performance issues to monitor
04-core-gameplay-rules.md
Core gameplay rules and mechanics
05-style-conventions.md
Style guide for Blueprints
04-core-gameplay-rules.md
Just nowAuto-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 startUnreal, in your pocket.
Keep sessions moving from iOS and Android whenever inspiration hits.
Coming soon

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
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