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TECHNICALLYARTIST
FAB

Introduction

Thanks for picking up the AI Node Code Editor (shipped on FAB as Quick Code Editor).

It adds a lightweight C++ code editor inside the Blueprint editor. Select a C++ function node in your graph and its declaration (.h) and implementation (.cpp) load into a docked panel, where you can read, edit, autocomplete, ask an AI assistant, save, and build, all without leaving Unreal or switching to a full IDE.

Blueprint graph → select a C++ function node
Code Editor tab → Declaration (.h) + Implementation (.cpp)
edit · autocomplete · AI help · Save and Build

It is meant to complement your IDE, not replace it. Use it for quick reads and small edits next to the graph that calls the function; reach for Visual Studio or Rider for heavy debugging and refactoring.

  • Node-aware loading: pick a C++ function node and the editor pulls in that function’s declaration and definition automatically.
  • Dual panes: switch between the Declaration (.h) and Implementation (.cpp) of the selected function.
  • C++ syntax highlighting: a built-in tokenizer with switchable color presets.
  • AI assistant: a chat panel backed by Claude or ChatGPT that can explain, optimize, or expand the current function.
  • AI inline completions: describe what you want at the cursor and have the model write it in place.
  • Autocomplete dropdown: member, keyword, and reflected-symbol suggestions as you type.
  • Generate Definition: stub an implementation straight from a declaration.
  • Editing essentials: find and replace, go to line, smart indentation, and open-in-Explorer.
  • Save and Build: write your changes and trigger a Live Coding compile from the panel.
  • Not a full IDE or debugger. There is no breakpoint or step-through debugging.
  • Not a refactoring tool. It edits one function’s code in place; it does not rename across a project or reorganize files.
  • It cannot edit precompiled engine source. Those files open read-only.