Ziva for Unreal
AI for Unreal Engine, built around your pipeline
Ziva is an AI development agent that works inside the engine instead of beside it - the level outliner, Blueprints, C++ modules, the Output Log and the automation suite. For Unreal we build it with your studio, on your source control, deployed where your NDAs allow.
Contact EnterpriseBuilt for Unreal studios
- AI Development Agent
- SOC 2 compliant
- Dedicated Inference Hardware
- Self-hosting
In the engine
An agent that speaks Unreal, not just C++
Most of an Unreal project is invisible to an assistant that can only read text. Blueprints aren't text files, what references what lives in the engine, and the thing you need changed is usually a node in a graph. That is the part Ziva is built to reach.
Reads the level and actor graph
Walks the World Outliner, resolves actors and their components, and reads property values off them - the Unreal equivalent of what Ziva already does in Godot and Unity.
Reads and edits Blueprints
Blueprint graphs are assets, not text, so a file-level assistant is blind to them. The agent reads nodes and pins, traces execution flow, and makes graph edits through the engine.
Writes C++ modules
Generates UCLASS and USTRUCT code with the right macros, build rules and module dependencies, then compiles it and reads the errors back - including through Live Coding.
Bridges C++ and Blueprint
The refactor nobody wants to do by hand: lift a Blueprint prototype into C++, or expose C++ to Blueprint without breaking the assets that already reference it.
Builds UMG and Slate UI
Authors widget hierarchies and bindings against your existing UI framework, instead of producing a screenshot of a menu it cannot build.
Runs automation tests and drives PIE
Hooks the Automation and Gauntlet suites, launches Play In Editor, and reports the results - so the agent verifies rather than asserts.
Reads the Output Log
Compile errors, warnings, ensures and asserts land in the agent's context as they happen, and crash dumps become something it can triage instead of something you paste.
Materials, Niagara and rendering
Material graph work, Niagara systems, and Lumen and Nanite settings tuned against the render targets your project actually ships on.
Plays the game to verify
Ziva's Playtest Agent already plays a whole Godot game with real input and returns a verdict with evidence. The same loop, brought to your Unreal build.
Replication and dedicated servers
Replicated properties, RPCs and the authority checks people get wrong at 2am, written against your netcode rather than against a tutorial.
Gameplay Ability System and data assets
New abilities, effects and gameplay tags wired into your existing GAS setup, and the DataTables and Data Assets that drive them kept in step.
Perforce-aware from the start
Unreal studios run on Perforce. The agent works inside your workspace and your changelists rather than assuming a Git repository it can freely rewrite.
How an engagement works
Scoped with your team, not thrown over a wall
Ziva already ships as an in-editor agent for Godot and, in beta, for Unity. Unreal support is delivered as an engagement, because what a AAA Unreal pipeline needs is decided by your source control, your build farm and your platform NDAs - not by us.
We scope your pipeline
Engine version, source control, build farm, platform targets, and what your publisher or platform holder allows to leave the building. That decides the shape of everything after it.
We bring what already works
The agent, its editor integration and the way it drives a running game already work in two engines. The Unreal work is the tools your project needs, not building the agent over again.
We wire in your tooling
Perforce, your issue tracker, your asset database and your in-house editor tools become tools the agent can call, over MCP.
You deploy it where it is allowed to run
Vendor cloud, your own VPC, or hardware in the building with no egress. Dedicated inference capacity if your seat count needs it.
Studio pipeline
Built for the way Unreal teams actually work
Unreal production is Perforce, a build farm, hundreds of gigabytes of binary assets and a compile that isn't fast. Any agent that ignores those is a demo.
Perforce workspaces and changelists
The agent works with your checkouts and file locks rather than around them, and its changes land in a changelist a human reviews.
Your in-house tools, as agent tools
Any MCP server becomes something the agent can call - your asset database, your build dashboard, your issue tracker, your internal CLIs.
Runs headless on the build farm
Nightly crash triage, automation regression passes, and shader or content validation, with the agent opening the change and attaching what it found.
Your conventions, not generic Unreal
Briefed on your module layout, naming rules and review standards, so the code it writes reads like the rest of your codebase.
Checkpoints and undo
Every agent turn is checkpointed separately from your VCS, so an experiment can be rewound without a revert that touches the team.
Ziva as an MCP server
Point Claude Code, Cursor or your own agents at Ziva and let them use the engine tools from outside the editor.
Versus a general AI coding assistant
Your assistant cannot read a Blueprint
Copilot and Cursor are good at C++ in a file. They cannot open a Blueprint graph, resolve an asset reference, read the Output Log or press Play. In an engine where most of the project is binary assets, that is most of the project.
| Capability | Copilot · Cursor · ChatGPT | Ziva for Unreal |
|---|---|---|
| Writes C++ from your codebase | strongest at this | plus engine context |
| Reads and edits Blueprint graphs | binary assets, invisible | through the engine |
| Resolves actors and components in a level | no engine access | World Outliner |
| Reads the Output Log and crash dumps | you paste the log | as it happens |
| Runs automation tests and PIE | cannot launch the editor | Automation, Gauntlet, PIE |
| Works inside a Perforce workspace | assumes Git | checkouts and changelists |
| Self-hosted or air-gapped deployment | vendor cloud only | your VPC or your building |
Ziva ships today as an in-editor agent for Godot and, in beta, for Unity. Unreal capabilities are delivered per studio on an enterprise engagement and scoped with you before it starts - the agent, its editor integration and its playtesting already run in two engines.
Security and infrastructure
Run it the way your Unreal studio has to
Publisher NDAs, console dev kits and unreleased IP decide where your source is allowed to go. That is a deployment question, so we answer it with deployment options rather than a promise in a privacy policy.
Self-hosted and air-gapped
Run the agent and the models inside your own VPC, or on hardware in the building with no egress at all. Nothing leaves the network you control.
Dedicated inference hardware
Reserved GPU capacity for your studio instead of a shared queue, so a crunch week doesn't turn into rate limits for forty seats at once.
SOC 2 compliant
The controls your security review is going to ask about, with the answers ready before procurement opens the questionnaire.
Never trained on your code
Your project is never used to train a model, on any tier. Generated code and assets are your IP, and prompts are not retained for training by us or the providers we route to.
SSO, seats and spend caps
SAML sign-in, seat management, per-seat and per-team budgets, and an audit log of what the agent did - so finance and security both get a number they can hold.
Bring your own models
Route to Anthropic, OpenAI, Google or DeepSeek on your own keys and your own contracts, or to a model you host yourself. Ziva is the agent, not the only path to a model.
Read the evidence
What Ziva already does in a game engine
Unreal support is scoped with your studio, so judge us on the engines where you can see the work today.
Ziva for Godot
The shipping product: an agent in the editor that reads the scene tree, edits nodes, writes code and debugs the running game.
Read moreThe AI game tester that plays your whole game
Automated QA that launches your build, sends real input, and returns a pass or fail backed by what it measured.
Read moreWe benchmarked Claude Code in Unity on a real game
Four models, one Flappy Bird, measured on tool calls, wall time, cost and a rubric. How the second engine went.
Read moreGodot vs Unreal Engine
Where each engine wins, and what that means for the kind of AI tooling either one can support.
Read moreAI for Unreal, answered
Is there an AI for Unreal Engine?
Can AI write Unreal C++ and Blueprints?
Can AI test an Unreal game automatically?
Does our Unreal source code leave our network?
Which Unreal Engine versions are supported?
How do we get Ziva for Unreal?
Bring Ziva to your Unreal studio
Tell us your Unreal version, team size, source control and where the agent is allowed to run. We come back with a plan built around it.
Talk to us about Unreal