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 Enterprise

Built 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.

01

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.

02

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.

03

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.

04

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.

CapabilityCopilot · Cursor · ChatGPTZiva 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.

AI for Unreal, answered

Is there an AI for Unreal Engine?
Ziva brings an AI development agent to Unreal studios through an enterprise engagement. The agent, its editor integration and its playtesting already ship in two engines - Godot publicly and Unity in beta - and the Unreal surface is scoped with your studio around Blueprints, C++ modules, the Output Log, the automation suite and Perforce.
Can AI write Unreal C++ and Blueprints?
C++, yes, and every general assistant can do some of it. Blueprints are the harder half: they are binary assets, so a file-based assistant cannot see them at all. Ziva's approach is to work through the engine, reading nodes and pins and making graph edits the way an editor tool would, which is also what makes the C++ to Blueprint refactors possible.
Can AI test an Unreal game automatically?
That is the point of building inside the engine. Ziva's Playtest Agent already plays a whole Godot game with real keyboard and mouse input and returns a pass, fail or blocked verdict with the evidence it collected. In Unreal the same loop hooks the Automation and Gauntlet suites and Play In Editor.
Does our Unreal source code leave our network?
Only if you allow it to. Ziva can run entirely inside your VPC, or air-gapped on hardware in your building with no egress, which is the configuration console and publisher NDAs usually require. Your project is never used to train a model on any deployment.
Which Unreal Engine versions are supported?
Unreal Engine 5 lines, scoped per studio. Tell us the version your production is locked to, including a custom engine fork if you maintain one, and we will scope against that rather than against the latest release.
How do we get Ziva for Unreal?
Contact Ziva Enterprise. Tell us your engine version, team size, source control and deployment constraints, and we will come back with a plan covering the editor agent, the QA testing, and whether you want it self-hosted or on dedicated inference hardware.

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