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Top AI Repos tracks AI repositories on GitHub and answers two different questions about each one: is it moving right now, and would you bet a product on it.
Top AI Repos tracks AI repositories on GitHub and answers two different questions about each one: is it moving right now, and would you bet a product on it.
Typed control surface for Unreal Engine that lets AI agents introspect assets, author Blueprints/AnimBPs, and edit levels — with reactive events and undoable writes.
| Date | Stars |
|---|---|
| 2026-07-31 | 290 |
| 2026-08-06 | 290 |
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<p align="center">
<h1 align="center">UnrealBridge</h1>
<p align="center">
<strong>Give your AI Agent the ability to control and edit Unreal Engine.</strong>
</p>
<p align="center">
<a href="LICENSE"><img src="https://img.shields.io/badge/license-MIT-blue.svg" alt="License"></a>
<a href="https://www.unrealengine.com/"><img src="https://img.shields.io/badge/Unreal%20Engine-5.3%2B-313131?logo=unrealengine" alt="UE5.3+"></a>
<a href="https://www.python.org/"><img src="https://img.shields.io/badge/-Python-3776AB?logo=python&logoColor=white" alt="Python"></a>
<img src="https://img.shields.io/badge/-C%2B%2B-00599C?logo=cplusplus&logoColor=white" alt="C++">
<img src="https://img.shields.io/badge/platform-Windows-0078D6?logo=windows" alt="Windows">
<a href="https://claude.ai/code"><img src="https://img.shields.io/badge/Claude%20Code-skill-D97757" alt="Claude Code"></a>
<a href="README.zh-CN.md"><img src="https://img.shields.io/badge/lang-%E4%B8%AD%E6%96%87-red" alt="中文"></a>
</p>
</p>
<p align="center">
<img src="docs/images/en/01-hook.png" alt="UNREAL ENGINE 5.4+ — FULL CONTROL for your AI Agent">
</p>
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UnrealBridge is an Unreal Engine editor bridging layer built for AI Agents. It provides a typed operation surface for core scenarios such as animation-asset introspection, reactive event subscription, asset search and reference analysis, and automatic layout of Blueprint graphs. The Agent issues queries and modifications against a locally running editor instance; every change takes effect in real time, is bounded by the transaction system, and is undoable.
## Highlights
- **AST-based hallucination defense.** Before any script reaches UE, `bridge_preflight.py` parses it as Python AST and validates every `unreal.UnrealBridge*Library.fn(...)` call against an auto-generated manifest (22 libraries × 1037 UFUNCTIONs) — catching unknown function/library names (with did-you-mean), wrong positional arg counts, unknown kwargs, and non-existent bridge-enum members **without ever round-tripping to the editor**. A second layer redirects raw `AssetRegistry` / `GameplayStatics` usage patterns to their bridge equivalents and tracks each returned value's type so attribute access on a `str` or `SoftObjectPath` doesn't silently misbehave; on a real `AttributeError` from a UE object the bridge calls back into UE Python, lists that live class's reflected `UPROPERTY`s, and emits a paste-ready correction (auto-handles `snake_case` ↔ `PascalCase` mismatches). A third layer ships a kwargs-only Python wrapper module so positional-arg-order errors are structurally impossible. Together these dropped a fresh-context agent's bridge-call failure rate from **24% → 16%** across A/B validation runs — protection that prompt-only "look-up-before-call" rules in `SKILL.md` had failed to deliver.
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<img src="docs/images/en/02-preflight.png" alt="Local AST preflight — stop hallucinations before they reach UE">
</p>
- **Deep asset-structure introspection + author-level write ops.** `UnrealBridgeAnimLibrary` covers full queries over AnimBP state machines, AnimGraph nodes, linked layers, slots, curves, Sequence / Montage / BlendSpace, and the skeleton tree — paired with a full suite of write ops: building an ABP from scratch, adding / removing states / transitions / condition rules, creating and wiring AnimGraph nodes, auto-layout of both the state machine and AnimGraph. `UnrealBridgeAssetLibrary` goes beyond keyword search with forward-dependency and reverse-reference analysis, surfacing a complete dependency view to the Agent. Compared with basic CRUD wrappers or schemes that require hand-assembled reflection calls, this level of structured capability is available out of the box.
- **Reactive event subscription.** The Agent can subscribe to GAS events, attribute changes, actor lifecycle, AnimNotify, input, timers, and editor-side asset-change events. When the specified event fires, the bridge callExcerpt of 27,802 characters
Read on GitHubWould you bet a product on this? Bounded 0–100 and slow moving.
matched fp:1d17dd976e685233, llm:Description: "Typed control surface for Unreal Engine that lets AI agents introspect assets, author Blueprints/AnimBPs, and edit levels — with reactive events and undoable writes." (repository description)
matched fp:1d17dd976e685233, llm:Description: "Typed control surface for Unreal Engine that lets AI agents introspect assets, author Blueprints/AnimBPs, and edit levels — with reactive events and undoable writes." (repository description)
matched fp:1d17dd976e685233, llm:Description: "Typed control surface for Unreal Engine that lets AI agents introspect assets, author Blueprints/AnimBPs, and edit levels — with reactive events and undoable writes." (repository description)