# GraphDeck roadmap

> The GraphDeck roadmap: what's shipped, what's in progress, and what's coming next. GraphDeck started with Blueprints and is growing into a toolkit for every node-based system in Unreal Engine. Items are grouped by status - Shipped, In Progress (Building), Up Next (Planned), and Further Out (Exploring) - and tagged by area (Blueprints, Materials, Widget Blueprints, Control Rig, MetaSounds, AnimBP, PCG, Connector Plugin, MCP, Blender, Fusion). No dates are given.

## 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.

Items can be filtered by area: All, Connector Plugin, Materials, Control Rig, Blender, Fusion, AnimBP, Widgets, PCG, MetaSounds.

## Shipped

### 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)

Ask about any graph and the AI teaches it like a lesson at a whiteboard - rings, arrows, and notes drawn on the actual nodes while the camera follows. You page through at your own speed.

### 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.

### Widget Blueprints - Visual Builder & AI (Shipped)

"Health bar with smooth drain and damage flash" → widget hierarchy with layout, bindings, and event logic, previewed live on the canvas.

### Widget Blueprints - Clipboard Round-Trip (Shipped)

Copy widget layouts out of GraphDeck and paste them into the UMG Designer with hierarchy and properties intact, or paste UE widgets back onto the canvas.

### MCP - MCP Server (Shipped)

Connect Claude or any MCP client and it builds graphs live on your canvas, checks its own work, and deploys to Unreal Engine with your approval. Off by default, consent-gated, in both tiers.

### All modes - Saved Lessons & Sketches (Shipped)

Lessons save with your file and replay any time from the Lessons button. When a lesson calls for it, the AI sketches a suggested addition in chalk - nothing changes unless you accept it, and one Ctrl+Z undoes it.

### Connector Plugin - Connection & Status (Shipped)

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 (Shipped)

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 (Shipped)

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 (Shipped)

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 (Shipped)

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 (Shipped)

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.

## In Progress

All items in this section carry the status label "Building".

### Control Rig - Skeleton Viewer (Building)

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 (Building)

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 (Building)

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

### Control Rig - Deploy & Enrichment (Building)

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

### MetaSounds - Canvas, AI & Audio Slots (Building)

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 (Building)

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

## Up Next

All items in this section carry the status label "Planned".

### 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.

### 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.

### 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 - Connector Deploy (Planned)

One-click deploy of widget layouts via the Connector plugin. Clipboard paste into the UMG Designer already works today.

## Further Out

All items in this section carry the status label "Exploring".

### 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.

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