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TECHNICALLYARTIST
FAB

Getting Started

This walkthrough gets you from a fresh install to editing a C++ function next to the Blueprint node that calls it.

Enable AI Node Code Editor in Edit → Plugins, then restart the editor if prompted. It is an editor-only plugin and needs no extra project setup.

2. Add an AI API key (optional, for the AI features)

Section titled “2. Add an AI API key (optional, for the AI features)”

The editor itself works without any key. To use the AI assistant and AI inline completions, add a key for at least one provider:

  1. Get an API key from Anthropic (Claude) or OpenAI (ChatGPT).

  2. Open Edit → Project Settings → Plugins → Code Editor.

  3. Paste it into Claude API Key or OpenAI API Key. Pick your Default Chat Agent to match.

See Settings for the full list, including the model name and endpoint per provider.

The editor lives inside the Blueprint editor, not as a standalone window.

  1. Open any Blueprint (or a C++ class’s Blueprint child) so a Blueprint editor is focused.

  2. Click the Toggle Code Editor button on the Blueprint editor toolbar, or press Alt + C.

A docked Code Editor tab appears (by default near the bottom of the Blueprint editor layout). Press Alt + C again to hide it.

Click a node in the graph that calls a C++ function (a UFUNCTION exposed to Blueprint). The editor loads that function’s code automatically:

  • the Implementation pane (.cpp) shows the function body (the default view),
  • the Declaration pane (.h) shows its signature.

By default each pane loads the function in isolation (just that function, not the whole file) so you can focus on the code behind the node.

  1. Make a change in the Implementation pane. A filled dot on the tab marks unsaved changes.

  2. Press Ctrl + S to save to disk, or Ctrl + Shift + B to Save and Build, which writes your changes and kicks off a Live Coding compile.

  3. Watch the build output. When Live Coding finishes, your patched function is hot-reloaded into the running editor.