GitHubCoPilotUNREALEngine
The FIRST UE 5 plugin that brings AI coding assistance directly into the editor. Dockable Slate UI , agentic tool exec (read/write/edit files, compile, search), real-time project context awareness, diff/patch workflows, Meta Quest/OpenXR analysis, and multi-model support via the GitHub Copilot API. Open source, production-oriented, C++ only
Install / Use
/learn @ULT7RA/GitHubCoPilotUNREALEngineREADME
A native Unreal Engine 5.x C++ editor plugin that brings GitHub Copilot directly into the Unreal Editor. Chat with AI models, read and edit source files, create C++ classes, trigger compiles, analyze your VR/Quest setup — all from a dockable Slate panel without ever leaving the engine.
This is not a mock chat panel. The plugin features a full agentic tool-calling system — the AI can autonomously read files, write code, search your project, create classes, and compile, just like Copilot in VS Code.
✅ Latest Update (Mar 2026)
- Engine-wide deployment flow validated for UE 5.6 + 5.7 (
Engine/Plugins/Marketplace/GitHubCopilotUE) - Shared auth/session behavior across dockable panel + console/REPL
- Unified chat UI with prompt + transcript in one area, plus Enter to send (
Shift+Enternewline) - Visible in-chat working state via
Copilot is thinking...animation - Expanded tool surface (
view,glob,rg, file ops, compile/live coding/tests, Blueprint asset creation) - Tool-loop guard is now configurable (
Max Tool-Call Iterations, default0= unlimited) - Blueprint creation now auto-saves to disk (no manual Save All required)
Features
🤖 Agentic AI Assistant
- Tool-calling loop — the AI can chain multiple tool calls (read → analyze → edit → compile) in a single conversation turn
- 19 built-in tools:
view,glob,rg,read_file,write_file,edit_file,list_directory,create_directory,copy_file,move_file,search_files,get_project_structure,create_cpp_class,create_blueprint_asset,compile,live_coding_patch,run_automation_tests,get_file_info,delete_file - Automatic file backups before any write operation
- Safety-enforced write roots — the AI can only modify files within approved directories
💬 Native Editor Panel
- Dockable Slate tab: Window → GitHub Copilot
- Real-time project context (project name, engine version, current map, selected assets/actors)
- VR/Quest/OpenXR readiness summary
- Unified chat window (transcript + prompt composer), with Enter to send and Shift+Enter for newline
- Built-in thinking indicator (
Copilot is thinking...) while backend/model work is in flight - Persistent user handle + running chat transcript (
Handle: promptandModel (returned-id): response) - 20+ action buttons (Analyze Selection, Generate C++ Class, Preview Patch, Trigger Compile, etc.)
- Diff preview area for code changes
- Execution log
🔧 Editor Integration
- Compile & Live Coding — trigger Hot Reload or Live Coding from the AI panel
- Content Browser awareness — selected assets are included in context
- Level Editor awareness — selected actors are included in context
- Blueprint creation — create and auto-save real Blueprint assets (including Blueprint Function Libraries) directly in
/Game/... - Asset Registry — create folders, refresh state after file changes
- Automation Tests — run tests from the panel
🥽 Meta Quest / XR Support
- Detects OpenXR, MetaXR, OculusXR plugin status
- Scans for VR-relevant actors (MotionController, XROrigin, HMD)
- Android manifest & Quest readiness audit
- Dedicated "Analyze VR Setup" and "Analyze Quest Readiness" commands
🔌 Multi-Model Support
- Works with any model available on your GitHub Copilot subscription
- Claude (Opus, Sonnet, Haiku), GPT-4o, GPT-4.1, o1, o3, Gemini, and more
- Dynamic model catalog fetched from the Copilot API at startup
- Switch models at any time with
/model <name> - Per-model endpoint routing (chat/completions vs. responses)
📟 Console Commands
Use the plugin from the UE console (~ key) without opening the panel:
Copilot <prompt> Chat with the AI
Copilot /model <name> Switch active model
Copilot /models List available models
Copilot /context Show current project context
Copilot /help Show all commands
Requirements
| Requirement | Details | |-------------|---------| | Unreal Engine | 5.3 or later (tested on 5.4 and 5.5) | | Platform | Windows (macOS/Linux should compile but are untested) | | GitHub Copilot | Active subscription — Individual, Business, or Enterprise | | Compiler | Visual Studio 2022 or compatible (for editor module) |
Note: This plugin uses the GitHub Copilot API with OAuth device-flow authentication. You do not need a separate API key or PAT — the plugin handles authentication automatically, the same way VS Code does.
Installation
Option A: Clone into your project (recommended)
cd "YourProject/Plugins"
git clone https://github.com/YOUR_USERNAME/GitHubCopilotUE.git
Option B: Download and copy
- Download the latest release or clone this repo
- Copy the
GitHubCopilotUEfolder into your project'sPlugins/directory
YourProject/
├── Content/
├── Source/
├── Plugins/
│ └── GitHubCopilotUE/ ← here
│ ├── GitHubCopilotUE.uplugin
│ ├── Resources/
│ └── Source/
│ ├── GitHubCopilotUE/ (Editor module)
│ └── GitHubCopilotUERuntime/ (Runtime module)
└── YourProject.uproject
Option C: Engine-level plugin
Copy to Engine/Plugins/Marketplace/GitHubCopilotUE/ to make it available across all projects.
For installed engines under C:\Program Files\..., use this flow:
- Close Unreal Editor
- Open PowerShell as Administrator
- Put the plugin in:
C:\Program Files\Epic Games\UE_5.7\Engine\Plugins\Marketplace\GitHubCopilotUE - If source plugin compilation fails due permissions, prebuild/package it:
- Run:
Engine\Build\BatchFiles\RunUAT.bat BuildPlugin -Plugin="<path>\GitHubCopilotUE.uplugin" -Package="<output-folder>" -TargetPlatforms=Win64 - Copy the packaged output into
Engine\Plugins\Marketplace\GitHubCopilotUE
- Run:
Why this matters: engine plugins in
Program Filesmay fail to writeBinaries/Intermediatewithout admin rights.When updating an existing engine install, close all Unreal Editor instances first so DLLs are not locked.
After Installation
- Open your project in Unreal Editor
- The plugin will compile automatically on first launch
- If prompted, click Yes to enable the plugin
- Go to Window → GitHub Copilot to open the panel
Install Mode Verification (Project vs Engine)
Use this quick check to confirm both install modes behave correctly:
- Project plugin install
- Place plugin at
YourProject/Plugins/GitHubCopilotUE - Open project, verify plugin appears in Edit → Plugins
- Open Window → GitHub Copilot and verify panel opens
- Place plugin at
- Engine-wide install
- Place plugin at
Engine/Plugins/Marketplace/GitHubCopilotUE - Open two different projects and verify plugin is available in both
- In each project, open panel and verify compile/sign-in/model list works
- Place plugin at
- Confirm auth cache is project-scoped at
YourProject/Saved/CopilotAuth.json- This is expected for both install modes
Authentication
The plugin uses GitHub's OAuth Device Flow — the same method VS Code uses. No tokens to manually create or paste.
First-Time Sign-In
- Open the Copilot panel (Window → GitHub Copilot)
- Click Sign In (or use
Copilot.Login,/login, or/signin) - A dialog will show a device code and open your browser to
https://github.com/login/device - Enter the code in your browser and authorize
- The plugin will automatically detect authorization and fetch your Copilot token
How It Works
Plugin GitHub
│ │
├──POST /login/device/code──► (get device_code + user_code)
│ │
│ ┌── User enters code ────► (browser at github.com/login/device)
│ │ │
├──POST /login/oauth/access ► (poll until authorized)
│ │
├──GET /user ───────────────► (get username)
│ │
├──GET /copilot_internal/v2/token ──► (exchange for Copilot token)
│ │
├──GET /models ─────────────► (fetch available models)
│ │
└── Ready ✓ │
Token Storage
Tokens are cached locally at:
YourProject/Saved/CopilotAuth.json
This file contains your GitHub access token, active model, and API endpoint. It is not committed to source control (add Saved/ to .gitignore).
Subscription Detection
The plugin automatically detects your subscription tier (Individual, Business, Enterprise) from the token exchange and routes API calls to the correct endpoint:
- Individual →
api.individual.githubcopilot.com - Business →
api.business.githubcopilot.com - Enterprise →
api.enterprise.githubcopilot.com
Shared Sign-In Verification (Panel + REPL)
Sign-in state is shared across the dockable panel, Copilot.* console commands, and Output Log Copilot REPL.
Quick test:
- Sign in from panel (Sign In with GitHub)
- Run
Copilot.Statusand confirm it shows authenticated user/model - Switch Output Log executor to Copilot, run
/contextand/model - Sign out from REPL (
/logoutor/signout) - Confirm panel updates to signed-out state and model
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