Generate a Blueprint. One click.
It's in Unreal.
The GraphDeck Connector is a free editor plugin that bridges GraphDeck to Unreal Engine. Deploy Blueprints and Materials with a single button. No clipboard, no switching windows.
Not live yet. Email hello@graphdeck.co.uk and we'll let you know the moment it ships.
Four steps from prompt to asset
Drop the folder into your project's Plugins directory.
The green dot appears when they find each other.
Generate, edit, or extend Blueprints and Materials on the canvas.
The complete asset appears in Unreal Engine, compiled and ready to use.
Four workflows, one plugin
Deploy
One click creates a complete asset in Unreal Engine. Compiled and saved. Blueprints deploy with variables, components, and node graphs across EventGraph, Construction Script, and custom functions. Materials deploy with all expression nodes, inter-node wiring, Material Result connections, domain, and blend mode.
Example deploy: 44 expressions · 48 wires · 7 result connections. All correct.Send to GraphDeck
Click the GraphDeck button in Unreal Engine's Blueprint Editor or Material Editor toolbar. The plugin captures the entire graph (variables, components, expressions, connections, properties) and sends it to GraphDeck. Save it to your library, ask the AI to explain it, or extend it with new features.
Project Enrichment
Paste an asset reference into GraphDeck's bucket. The plugin reads live metadata from your project: variable types, component properties, material parameters, mesh triangle counts. The AI uses this context to generate graphs that reference your real assets instead of placeholders.
Zero Configuration
No settings, no API keys, no port forwarding. The plugin uses Unreal Engine's built-in Remote Control API. Open your project, open GraphDeck. Connected.
Built for studios that don't want surprises
Editor-only, zero lock-in
The plugin is editor-only. It doesn't ship with your game. It doesn't add anything to your project: no custom classes, no runtime components, no dependencies. Every Blueprint and Material it creates is a standard Unreal Engine asset, identical to one built by hand.
Uninstall the plugin at any time. Everything it created stays and works perfectly. There is no lock-in.
No internet required
The plugin communicates with GraphDeck over localhost only. No data leaves your machine. No telemetry, no cloud, no external servers. Full C++ source code is included if your team wants to audit it.
Free when it ships
Coming soon
The Connector plugin is free. It's not publicly available yet. We're finalising the Unreal Engine 5.7 build and packaging. When it ships it'll be downloadable from graphdeck.app and installable from Fab.
GraphDeck Pro is a separate one-time purchase at graphdeck.app/pricing. The plugin will work with both Free and Pro installs. Direct deploy requires Pro.
Want a heads-up when it ships? Email hello@graphdeck.co.uk.
The short version
- Engine versions: Unreal Engine 5.7 (updated with each major release)
- Platform: Windows
- Connection: Localhost HTTP (port 30010) via Remote Control API
- Dependencies: Remote Control (auto-enabled), Python Editor Script Plugin
- Supported modes: Blueprints & Materials (full pipeline)
- Runtime overhead: Zero (editor-only, excluded from packaged builds)
- Source: Full C++ source code included
Before you install
Is the plugin free?
Yes. Completely free, full source code. GraphDeck Pro is a separate purchase.
Does it send data to the internet?
No. Localhost only. No telemetry, no cloud.
Does anything end up in my packaged game?
No. Editor-only plugin. Every asset it creates is a standard Unreal Engine asset with zero external dependencies.
Can I uninstall it safely?
Yes. Nothing breaks. Every Blueprint and Material it created is a native Unreal Engine asset.
Does it work with Materials?
Yes. Full material deploy: expressions, connections, Material Result wiring, properties. Same one-click workflow as Blueprints.
Will it slow down my editor?
No. The plugin only responds to requests. Zero overhead when GraphDeck isn't connected.
Can our team audit the code?
Yes. Full C++ source code included. No external services, no obfuscation.