GraphDeck started with Blueprints. It's growing into a toolkit for every node-based system in Unreal Engine — and beyond. No dates here. We ship when it's ready.
Browse and search 5,000+ Blueprint nodes across all major Unreal Engine systems. Filter by category, search by name, drag onto canvas.
Describe what you want in plain English — “double jump with coyote time” — and get a working Blueprint graph on your canvas.
Select any graph and have the AI break it down into colour-coded groups with plain-language descriptions. Ask follow-up questions.
Copy nodes from Unreal Engine into GraphDeck, or export and paste directly into Unreal Engine's Blueprint editor. Same native format in both directions.
Save graphs to your personal library. Organise by project or system. Open any saved graph and it renders exactly as you left it.
Work with multiple graphs — EventGraph, functions, construction script. Each tab is its own canvas. Variables and components are shared.
Paste asset references into the bucket to give the AI real project context. It uses your asset names, paths, and types when generating graphs instead of placeholders.
Browse and place material nodes on canvas. The same node types you use in Unreal Engine's Material Editor — texture samples, math, parameters, and the Material Result output.
Colour previews on colour nodes, value indicators on scalars, and noise patterns on procedural nodes. See what your material is doing without leaving GraphDeck.
Configure your material's properties — domain, blend mode, shading model. Add and organise parameters that MaterialInstances can override.
“PBR wood with adjustable roughness and a normal map” → working shader graph with texture slots ready to fill.
Real-time validation rules across multiple severity tiers covering pin availability, HLSL syntax, Unreal Engine 5.7 deprecations, and ray-tracing safety.
Full component library with abstract-class detection and “did you mean?” suggestions on unknown classes.
Ask Claude to walk through your entire blueprint — across EventGraph, Functions, and Construction Script — with automatic tab-switching during the explanation.
A single prompt can generate EventGraph, Construction Script, and custom functions together, all sharing the same variables and components.
A free companion plugin for Unreal Engine. Install it, GraphDeck auto-detects the connection. A green dot in both apps confirms you're linked.
Send Blueprints and Materials from GraphDeck directly into your Unreal Engine project. No clipboard, no manual paste — they appear in your Content Browser.
Import an existing Blueprint from Unreal Engine into GraphDeck. See it on canvas, let the AI explain it, or use it as a starting point.
Send materials to Unreal Engine and import existing ones back — parameters, properties, and texture references intact. Requires the Connector plugin.
With the plugin connected, the asset bucket reads live metadata from your project — triangle counts, texture dimensions, material parameters. The AI uses this richer context automatically.
Bundle a material with its textures in a single .gdeck file. Open it in any project, hit deploy, everything imports and wires up automatically. No migration, no broken references.
Paste a skeleton from Unreal Engine and see it rendered in 3D. Orbit around it, click bones to select them, inspect the hierarchy.
The rig programming graph — IK solvers, transform nodes, space switching. Separate tabs for Forwards Solve, Backwards Solve, and Construction, matching Unreal Engine's layout.
“IK legs, FK spine, finger curls” — see control shapes appear on your 3D skeleton as the AI builds the rig.
The AnimGraph canvas for pose blending, sequence players, and blend spaces. Tabs and breadcrumbs let you navigate the nested graph structure.
States as rounded boxes, transitions as arrows with rule indicators. Double-click a state to open its internal graph.
PCG node library on canvas — samplers, filters, transforms, and spawners. Data flows left to right through the pipeline, no exec wires.
Each PCG node has rich settings — density values, filter thresholds, transform ranges, mesh entries. Select a node, configure it in the side panel.
Send rigs to Unreal Engine and import existing ones. Full hierarchy transfer — bones, controls, nulls, and all graph logic.
“Third-person locomotion with idle, walk, run, jump, and fall” → complete AnimBP with state machine, transition rules, and animation slots.
“Scatter trees on landscape with clearing around building” → complete pipeline from Surface Sampler through to Static Mesh Spawner.
AI generates the pipeline, you fill in which meshes to use. Drop zones on every spawner node — drag from your asset bucket or paste a reference.
“Health bar with smooth drain and damage flash” → widget hierarchy with layout, bindings, and event logic ready to deploy.
Full round-trip with Unreal Engine. Nested state machines paste as a single block — states, transitions, and rules all included.
Send PCG graphs to Unreal Engine and import existing ones. Nodes are created and wired automatically — no clipboard paste needed.
Send widget layouts to Unreal Engine. Widget hierarchy pastes into the UMG Designer with all properties intact.
MetaSound node library and AI generation on canvas. “Footstep system with random selection and pitch variation” → working signal flow with slots for your audio files.
Send MetaSounds to Unreal Engine and import existing ones. No clipboard needed — nodes are built and wired automatically.
A material that works in both Unreal Engine and Blender. Same textures, automatically translated node graphs.
A combined VFX workflow — one prompt generates both a particle material and a Niagara emitter together. The material is a full node graph, the emitter is a settings panel. Deploy sends both to Unreal Engine and wires them up automatically.
Send a MetaSound to Unreal Engine and hear it play immediately. Design a sound in GraphDeck, preview it in seconds.
Save a Blueprint as a reusable template — parent class, variables, components, and graph logic bundled together. Start new projects from proven setups instead of building from scratch every time.
One prompt generates across multiple modes. Describe a weapon with a material and a Blueprint — get the PBR shader graph and the damage/pickup logic together, ready to deploy as a pair.
Geometry Nodes library on canvas. Generate graphs with AI and export via Blender's clipboard.
Fusion node library for compositing workflows. Generate graphs with AI and export via Fusion's clipboard format.
Bundle a static mesh with all its materials and textures in a single .gdeck file. Open it in any project, deploy, and everything imports with correct material assignments. No broken references.
Package an entire Blueprint with its component meshes, materials, and textures in one .gdeck file. Deploy to any project and every asset imports, assigns, and wires up automatically.