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PWR

Game development

Unreal setup

The current state of Unreal Engine support in PWR. Discovery works; editor-driven changes, builds and tests are not yet verified.

Unreal Engine support in PWR is at an early stage. This page is short on purpose: it describes what exists and what is planned, so you can decide whether it fits your project today.

Status: Unreal project discovery is implemented and verified on a fixture project. The editor bridge plugin and its tools are verified only against a simulated bridge; the plugin has never been loaded in an Unreal editor. Scene modification, builds, automation tests and screenshots have not been run on a real engine. Unreal support is not complete until a real project has been modified, built, tested and reviewed on a provisioned engine worker.

What exists today

  1. Create a project with type game and framework unreal.
  2. Connect its repository. See GitHub integration.
  3. Run discovery from the QA Center to get a project profile.

Discovery is read-only and uses metadata only. The contents of .umap and .uasset files are never opened.

SourceWhat PWR learns
The root .uproject fileEngine version (EngineAssociation), modules, plugins
Content/**Levels (.umap) and assets (.uasset) counted by top-level folder
Source/<Module>/<Module>.Build.csSource modules; whether the project is C++ or Blueprint
Config/DefaultEngine.iniDefault map, editor startup map, default game mode
Tests/ folders, *Test.cpp, *Spec.cppWhether automation tests exist

From the profile PWR derives build and test command shapes, for example the automation test run:

UnrealEditor-Cmd $PWD/<project>.uproject -ExecCmds="Automation RunTests <Project>;Quit" -unattended -nopause -nullrhi -log -ReportExportPath=$PWD/TestReports

These need an Unreal installation on the execution host and cannot run in the default sandbox.

What is built but not verified

An editor plugin provided by PWR is written in Python on top of Unreal's editor scripting. It serves the same bridge protocol as the Unity package on 127.0.0.1 with a per-session token, and is registered in PWR Studio under Integrations → Game engines.

ToolRiskWhat it is designed to do
list_levels, level_actors, get_actor_properties, asset_inventory, log_tailreadInspect levels, actors, properties, assets and the log
open_levelwriteOpen a level under /Game/
set_editor_propertywriteSet an actor or component property inside an editor transaction, with type checking
spawn_actorwriteSpawn an actor from an asset under /Game/
save_levelwriteSave the current level and dirty assets
run_testswriteRun automation tests and read the report
buildwriteRun a BuildCookRun build
capture_screenshotreadTake a high-resolution screenshot

Designed safety rules: only /Game/... asset paths are accepted, changes are refused while Play In Editor is running, there is no tool for arbitrary Python execution, and build and test commands have fixed shapes.

Because no line of the plugin has run inside an editor, the Unreal API names it relies on still have to be checked against a real engine version. Expect fixes on the first engine-worker run.

What is not available

  • Performance sampling is not wired for Unreal; frame time is reported as empty.
  • Save-game checks, input testing and mobile viewport testing are not built.
  • PWR does not parse or edit Blueprint or level payloads directly.

What is planned

Verification requires an engine worker: an execution host with the project's engine version installed with the Unreal Engine EULA accepted, the Python editor scripting plugins enabled, a C++ toolchain for C++ projects, substantial storage for cooked content, and the bridge plugin in the project's Plugins folder. Screenshots need a display.

Status: No engine workers have been provisioned, and there is no committed date for Unreal verification. Until then PWR can inventory an Unreal project and run ordinary agent tasks on its text source files through the normal GitHub workflow, but it cannot build, test or modify levels in the editor.

If Unreal support matters for your team, contact us so we can tell you where verification stands.