PRODUCT UPDATE / Game development agents · Unreal Engine

GameDev Core V2 adds Blueprint-to-C++ conversion and multiplayer play tests

Ultimate Engine CoPilot V2 brings code conversion and server/client checks into Unreal Editor. Current builds target UE 5.7 and 5.8 on Windows; existing owners can upgrade free.

Published Event
BlueprintsLab’s demonstration poster pairs the BP_HealthShard Blueprint graph with HealthShard.h C++ code.
BP_HealthShard and its C++ conversion example.
Who should pay attention

For Unreal developers moving individual Blueprint components into C++ or checking multiplayer behavior.

BlueprintsLab released Ultimate Engine CoPilot V2 on September 30 through GameDev Core. The Unreal Editor assistant adds Blueprint-to-C++ conversion and multiplayer play-test tools, bringing code migration and checks on running gameplay into its chat workflow. The current V2 builds target Unreal Engine 5.7 and 5.8 on Windows.

From a Blueprint graph to a C++ class

The conversion creates a C++ class alongside the original Blueprint. The release notes describe a scope of roughly 200 nodes per Blueprint and require a project with a C++ module. The assistant attempts compilation and repairs, and reports when it cannot produce a clean build.

The feature tour illustrates this with BP_HealthShard, a health pickup, and its HealthShard.h output. That is a useful example of the intended scale: one gameplay component that a developer can inspect and compare after conversion.

The rebuilt panel gathers Architect chat, Crew plans, project tools and C++ Classes in a left-hand rail. Chats keep their own model selection, while the composer exposes editing modes and the current plan.

The V2 CoPilot panel shows its navigation, Architect chats, composer and footer with the publisher’s numbered annotations.
The V2 CoPilot panel.

Compare what the server and client see

The multiplayer tools run server and client instances in Unreal's Play In Editor mode. In the official example, the report compares a replicated value with a local-only value: the former reaches the client, while the latter stays on the server. This gives developers a concrete replication check to examine when testing a gameplay change.

The automatic offer to play-test after Blueprint edits is still experimental and starts only after the user accepts it.

BlueprintsLab’s multiplayer demo poster compares server and client values, showing Rep replicated to the client and Local remaining unchanged there.
Server and client values in the replication example.

V1 upgrades and AI costs

V2 is a free update for existing owners, including Fab buyers who link their purchase to their GameDev Core account. V1 Crew plans and Project Scanner chats do not migrate, so those working records need attention before upgrading.

As of October 2, the launch promotion lists a $199.49 one-time license per seat, without AI tokens, or Indie at $25 per month, billed monthly, with the plugin and 50 million monthly tokens. These are promotional prices; the pricing page lists the current terms.

The assistant also supports your own API key, a local model or an existing coding-agent subscription such as Claude Code. External API and subscription charges remain separate from the plugin license.

Sources (6)
  1. BlueprintsLab · Ultimate Engine CoPilot changelog
  2. GameDev Core · Ultimate Engine CoPilot
  3. GameDev Core · V2 feature tour
  4. GameDev Core · V2 interface tour
  5. GameDev Core · Getting Started
  6. GameDev Core · Pricing and V1 upgrade FAQ

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