Generate a Blueprint. One click.
It's in Unreal.
The GraphDeck Connector is a free editor plugin that bridges GraphDeck to Unreal Engine. Deploy Blueprints and Materials with a single button. No clipboard, no switching windows.
Download the Connector ▾
Direct download for Unreal Engine 5.4 - 5.8. Not on Fab yet - the listing comes later. Beta software: use it at your own discretion, and keep your project under source control.
One click, straight into your project.
One click in GraphDeck; a compiled asset in your project - watch it land in the Content Browser.
Four steps from prompt to asset
Drop the folder into your project's Plugins directory.
The green dot appears when they find each other.
Generate, edit, or extend Blueprints and Materials on the canvas.
The complete asset appears in Unreal Engine, compiled and ready to use.
Four workflows, one plugin
Deploy
One click creates a complete asset in Unreal Engine. Compiled and saved. Blueprints deploy with variables, components, and node graphs across EventGraph, Construction Script, and custom functions. Materials deploy with all expression nodes, inter-node wiring, Material Result connections, domain, and blend mode.
Example deploy: 44 expressions · 48 wires · 7 result connections. All correct.Send to GraphDeck
Click the GraphDeck button in Unreal Engine's Blueprint Editor or Material Editor toolbar. The plugin captures the entire graph (variables, components, expressions, connections, properties) and sends it to GraphDeck. Save it to your library, ask the AI to explain it, or extend it with new features.
Project Enrichment
Paste an asset reference into GraphDeck's bucket. The plugin reads live metadata from your project: variable types, component properties, material parameters, mesh triangle counts. The AI uses this context to generate graphs that reference your real assets instead of placeholders.
Zero Configuration
No settings, no API keys, no port forwarding. The plugin uses Unreal Engine's built-in Remote Control API. Open your project, open GraphDeck. Connected.
MCP, inside the editor
The plugin registers GraphDeck tools with Unreal's MCP system. An AI assistant connected to your editor gets the Unreal half of an agent-driven round trip: build in GraphDeck, deploy, then prove it compiles.
Send to GraphDeck
The assistant can send the Blueprint or Material you have open (or any asset path) to GraphDeck. Same pipeline as the toolbar button, with optional texture bundling for Materials.
Compile and verify
It can compile a Blueprint and read back the errors and warnings, so it can check its own deploys and fix what's broken instead of declaring victory blind.
Check assets
Asset-registry existence checks without loading anything, plus a connector status read, so the assistant can confirm references before it builds against them.
One switch
On UE 5.8+ the tools join the editor's built-in MCP server; on earlier versions the plugin serves its own local endpoint. The status panel shows the connect URL, and the toggle removes the whole surface when off.
Built for studios that don't want surprises
Editor-only, zero lock-in
The plugin is editor-only. It doesn't ship with your game. It doesn't add anything to your project: no custom classes, no runtime components, no dependencies. Every Blueprint and Material it creates is a standard Unreal Engine asset, identical to one built by hand.
Uninstall the plugin at any time. Everything it created stays and works perfectly. There is no lock-in.
No internet required
The plugin communicates with GraphDeck over localhost only. No data leaves your machine. No telemetry, no cloud, no external servers. Full C++ source code is included if your team wants to audit it.
Free. In beta. Download it now.
Direct download
The Connector plugin is free and in open beta for Unreal Engine 5.4 - 5.8. Every download ships prebuilt Win64 binaries for its engine version, so there's nothing to compile - no Visual Studio, no C++ project needed. It works in Blueprint-only projects, and the full C++ source is in the zip too if you'd rather build it yourself. A Fab listing will follow.
- Pick the zip that matches your exact engine version - the binaries are per-version, so a 5.7 zip won't load in 5.8.
- Unzip it into your project's
Pluginsfolder:YourProject/Plugins/GraphDeckConnector. Create thePluginsfolder if it doesn't exist. - Open the project. If Unreal asks about the new plugin, enable it and let the editor restart.
- Open GraphDeck - the green dot appears in both apps when they find each other. No settings, no ports to configure.
Download the Connector ▾
GraphDeck Pro is a separate one-time purchase at graphdeck.app/pricing. The plugin works with both Free and Pro installs, and one-click deploy works in both.
What beta means: the deploy and capture pipelines are stable in our testing, everything the plugin creates is a standard Unreal asset, and it never writes to your project except when you click Deploy. It's still early software, though - keep your project under source control, try it somewhere low-stakes first, and use it at your own discretion.
Hit a problem with the beta? Email [email protected] - beta reports are exactly what this phase is for.
The short version
- Engine versions: Unreal Engine 5.4 - 5.8 (per-version builds, updated with each major release)
- Binaries: Prebuilt Win64 per engine version - works in Blueprint-only projects, source included
- Platform: Windows
- Connection: Localhost HTTP (port 30010) via Remote Control API
- Dependencies: Remote Control (auto-enabled), Python Editor Script Plugin
- AI agents: MCP tools via UE 5.8's built-in MCP server, or the plugin's own endpoint on older engines
- Supported modes: Blueprints, Materials & Widgets (full pipeline)
- Runtime overhead: Zero (editor-only, excluded from packaged builds)
- Source: Full C++ source code included
Before you install
Is the plugin free?
Yes. Completely free, full source code. GraphDeck Pro is a separate purchase.
Do I need Visual Studio or a C++ project?
No. Each download ships prebuilt Win64 binaries for its engine version, so it loads in Blueprint-only projects with nothing to compile. Just make sure you grab the zip matching your exact engine version. The C++ source is included for teams that prefer to build it themselves.
What does "beta" mean here?
It works, and we use it daily - but it's young, and edge cases we haven't met yet are part of the deal. Deploys only happen when you click Deploy, everything it creates is a standard Unreal asset, and uninstalling changes nothing. Standard good practice applies: source control on, try a scratch project first, and use it at your own discretion. If you hit something odd, email us - fixing beta reports is the whole point of this phase.
Does it send data to the internet?
No. Localhost only. No telemetry, no cloud.
Does anything end up in my packaged game?
No. Editor-only plugin. Every asset it creates is a standard Unreal Engine asset with zero external dependencies.
Can I uninstall it safely?
Yes. Nothing breaks. Every Blueprint and Material it created is a native Unreal Engine asset.
Does it work with Materials?
Yes. Full material deploy: expressions, connections, Material Result wiring, properties. Same one-click workflow as Blueprints.
Will it slow down my editor?
No. The plugin only responds to requests. Zero overhead when GraphDeck isn't connected.
Can AI assistants use it?
Yes. The plugin exposes MCP tools inside the editor: send a Blueprint or Material to GraphDeck, compile and check the result, verify assets exist. The status panel shows the connect URL and has an on/off toggle - off means no MCP endpoints exist at all. See the MCP docs.
Can our team audit the code?
Yes. Full C++ source code included. No external services, no obfuscation.