UMG widgets, and
your own editor tools.
Describe a UI and get a complete Widget Blueprint - the widget tree, layout, and event graph together - with a live floating preview that shows the real widget as it builds. Game HUDs and menus, or Editor Utility Widgets that automate your own workflow. Powered by the AI you already use.
Preview and graph, assembled together
Generating widget...
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The live preview is the real widget - the tree and event graph build alongside it.
Tree, graph, and preview - together
"A health bar with heal and damage buttons." "A settings menu with sliders and a reset button." "A tool panel that renames my selected assets."
The widget tree arrives with layout and slot properties, the event graph arrives already wired to the widgets it drives, and both stay consistent - no hand-matching names between designer and graph.
A floating preview panel renders the real widget as it builds - actual layout, actual styling. What you see is what deploys.
One click with the free Connector plugin creates the Widget Blueprint in your project. Going the other way, a Send to GraphDeck button in the UMG Designer captures existing widgets for editing or AI explanation.
Build your own in-editor tools
Editor Utility Widgets are UMG panels that run inside the Unreal Editor - custom tools for your project's own busywork. GraphDeck treats them as a first-class target.
Describe a tool, get a tool
"A panel that adds a prefix to selected assets" becomes an Editor Utility Widget with the inputs, buttons, and logic wired - the same generation flow as game UI.
Your Python, with a UI
Load a Python script into GraphDeck's script panel and it builds an interface for the script's functions - text fields for arguments, a run button per function, an output area for results.
Deploys script and all
One-click widget deploy places the Python script into your project's Content/Python folder and wires the widget to call it - no manual copying, no restart, ready to run.
No C++ anywhere
Editor Utility Widgets are Blueprint assets. Batch renamers, importers, validators, scene checkers - built and deployed without opening Visual Studio.
Common questions
Can AI generate UMG widgets for Unreal Engine?
Yes. Describe a UI and GraphDeck turns the AI's answer into a complete Widget Blueprint: the tree with layout and slot properties, plus the event graph that drives it, previewed live as it builds. GraphDeck has no AI of its own - bring the AI you already use, with or without an API key.
What is an Editor Utility Widget?
A UMG widget that runs inside the Unreal Editor itself - a custom tool panel that automates your workflow: batch renamers, importers, validators, scene checkers. GraphDeck generates them the same way it generates game UI, and can wire buttons to your own Python scripts.
Can I build custom in-editor tools without C++?
Yes. Editor Utility Widgets are Blueprint assets - no C++ involved. Load a Python script into the script panel and GraphDeck builds a UI for its functions; deploy places both the widget and the script into your project, ready to run.
Does the preview show the real widget?
Yes. The floating preview renders the actual widget tree - real layout, real slot properties, live as the AI builds or as you edit.
Can I bring existing widgets in from Unreal?
Yes. The free Connector plugin adds a Send to GraphDeck button to the UMG Designer toolbar - it captures the widget tree and event graph into GraphDeck, and one click deploys it back.
Build a tool you've been putting off
GraphDeck Free
The free edition generates and deploys Widget Blueprints with no API key and no subscription. Compare Free and Pro.