Roadmap

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.

Shipped

15 Show shipped features
Blueprints
Node Library
Shipped

Browse and search 5,000+ Blueprint nodes across all major Unreal Engine systems. Filter by category, search by name, drag onto canvas.

Blueprints
AI Generation
Shipped

Describe what you want in plain English — “double jump with coyote time” — and get a working Blueprint graph on your canvas.

Blueprints
AI Explain & Ask
Shipped

Select any graph and have the AI break it down into colour-coded groups with plain-language descriptions. Ask follow-up questions.

Blueprints
Clipboard Round-Trip
Shipped

Copy nodes from Unreal Engine into GraphDeck, or export and paste directly into Unreal Engine's Blueprint editor. Same native format in both directions.

Pro
Save / Load Library
Shipped

Save graphs to your personal library. Organise by project or system. Open any saved graph and it renders exactly as you left it.

Pro
Multi-Graph Tabs
Shipped

Work with multiple graphs — EventGraph, functions, construction script. Each tab is its own canvas. Variables and components are shared.

Pro
Asset Bucket
Shipped

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.

Materials
Canvas & Node Library
Shipped

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.

Materials
Preview Thumbnails
Shipped

Colour previews on colour nodes, value indicators on scalars, and noise patterns on procedural nodes. See what your material is doing without leaving GraphDeck.

Materials
Properties & Parameters Panel
Shipped

Configure your material's properties — domain, blend mode, shading model. Add and organise parameters that MaterialInstances can override.

Materials
AI Generation
Shipped

“PBR wood with adjustable roughness and a normal map” → working shader graph with texture slots ready to fill.

Materials
Validation System
Shipped

Real-time validation rules across multiple severity tiers covering pin availability, HLSL syntax, Unreal Engine 5.7 deprecations, and ray-tracing safety.

Blueprints
Component Validation
Shipped

Full component library with abstract-class detection and “did you mean?” suggestions on unknown classes.

Blueprints
Cross-Tab AI Explain
Shipped

Ask Claude to walk through your entire blueprint — across EventGraph, Functions, and Construction Script — with automatic tab-switching during the explanation.

Blueprints
Multi-Graph Generation
Shipped

A single prompt can generate EventGraph, Construction Script, and custom functions together, all sharing the same variables and components.

In Progress

6
Connector Plugin
Connection & Status
Building

A free companion plugin for Unreal Engine. Install it, GraphDeck auto-detects the connection. A green dot in both apps confirms you're linked.

Connector Plugin
Deploy to Unreal Engine
Building

Send Blueprints and Materials from GraphDeck directly into your Unreal Engine project. No clipboard, no manual paste — they appear in your Content Browser.

Connector Plugin
Enrichment
Building

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.

Materials
Deploy & Enrichment
Building

Send materials to Unreal Engine and import existing ones back — parameters, properties, and texture references intact. Requires the Connector plugin.

Connector Plugin
Live Asset Bucket
Building

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.

Materials
Portable Asset Packages
Building

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.

Up Next

19
Control Rig
Skeleton Viewer
Planned

Paste a skeleton from Unreal Engine and see it rendered in 3D. Orbit around it, click bones to select them, inspect the hierarchy.

Control Rig
Canvas & Node Library
Planned

The rig programming graph — IK solvers, transform nodes, space switching. Separate tabs for Forwards Solve, Backwards Solve, and Construction, matching Unreal Engine's layout.

Control Rig
AI Generation → Controls on Skeleton
Planned

“IK legs, FK spine, finger curls” — see control shapes appear on your 3D skeleton as the AI builds the rig.

AnimBP
AnimGraph Canvas
Planned

The AnimGraph canvas for pose blending, sequence players, and blend spaces. Tabs and breadcrumbs let you navigate the nested graph structure.

AnimBP
State Machine View
Planned

States as rounded boxes, transitions as arrows with rule indicators. Double-click a state to open its internal graph.

PCG
Canvas & Node Library
Planned

PCG node library on canvas — samplers, filters, transforms, and spawners. Data flows left to right through the pipeline, no exec wires.

PCG
Per-Node Settings Panel
Planned

Each PCG node has rich settings — density values, filter thresholds, transform ranges, mesh entries. Select a node, configure it in the side panel.

Control Rig
Deploy & Enrichment
Planned

Send rigs to Unreal Engine and import existing ones. Full hierarchy transfer — bones, controls, nulls, and all graph logic.

AnimBP
AI Generation
Planned

“Third-person locomotion with idle, walk, run, jump, and fall” → complete AnimBP with state machine, transition rules, and animation slots.

PCG
AI Generation
Planned

“Scatter trees on landscape with clearing around building” → complete pipeline from Surface Sampler through to Static Mesh Spawner.

PCG
Mesh Slot System
Planned

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.

Widget Blueprints
Visual Builder & AI
Planned

“Health bar with smooth drain and damage flash” → widget hierarchy with layout, bindings, and event logic ready to deploy.

AnimBP
Deploy & Enrichment
Planned

Full round-trip with Unreal Engine. Nested state machines paste as a single block — states, transitions, and rules all included.

PCG
Deploy & Enrichment
Planned

Send PCG graphs to Unreal Engine and import existing ones. Nodes are created and wired automatically — no clipboard paste needed.

Widget Blueprints
Deploy & Enrichment
Planned

Send widget layouts to Unreal Engine. Widget hierarchy pastes into the UMG Designer with all properties intact.

MetaSounds
Canvas, AI & Audio Slots
Planned

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.

MetaSounds
Deploy & Enrichment
Planned

Send MetaSounds to Unreal Engine and import existing ones. No clipboard needed — nodes are built and wired automatically.

Further Out

5
Future
Cross-DCC Material Transfer
Exploring

A material that works in both Unreal Engine and Blender. Same textures, automatically translated node graphs.

Future
Niagara + Materials (VFX)
Exploring

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.

MetaSounds
Play in Unreal Engine
Exploring

Send a MetaSound to Unreal Engine and hear it play immediately. Design a sound in GraphDeck, preview it in seconds.

Blueprints
Blueprint Templates
Exploring

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.

Future
Cross-Tool AI Generation
Exploring

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.

Blender
Geometry Nodes — Canvas & AI
Exploring

Geometry Nodes library on canvas. Generate graphs with AI and export via Blender's clipboard.

Fusion
Canvas, AI & Export
Exploring

Fusion node library for compositing workflows. Generate graphs with AI and export via Fusion's clipboard format.

Future
Static Mesh Packages
Exploring

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.

Future
Blueprint Asset Bundles
Exploring

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.