UNREAL ENGINE 5.7 · WINDOWS · NATIVE PLUGIN

Direct the engine.
From inside the engine.

A native chat for the Unreal Editor. Execute real production tasks across Blueprints, Niagara, Sequencer, PCG and more — deep into the systems UE ships with — from a single conversation.

SCROLL
Actor Control/Blueprint Injection/Material Graphs/Niagara Systems/Sequencer/PCG Authoring/Landscape/Water & Foliage/Chaos Destruction/UMG Widgets/Asset Import/Console Commands/Actor Control/Blueprint Injection/Material Graphs/Niagara Systems/Sequencer/PCG Authoring/Landscape/Water & Foliage/Chaos Destruction/UMG Widgets/Asset Import/Console Commands/
THE TOOL

Three things SLASH does
better than anything else.

Not a wrapper. Not a plugin-shaped prompt box. A first-class surface inside the editor.
01 · Integrated Chat Control

A chat window
that is the editor.

SLASH runs in its own window right beside the editor — wired live into your session. It reads scene context, executes real actions through the editor API, and writes to the same undo stack as any tool you know.

SCENE-AWARE
Reads your selection, level, and referenced assets.
UNDO-SAFE
Editor actions write to UE’s transaction buffer.
INSPECTABLE
Each response expands to the underlying API calls.
YOUR CLAUDE
Powered by your own Claude subscription via Claude Code.
02 · Deep Coverage

One prompt.
Every system.

Blueprints, materials, Niagara, Sequencer, PCG, landscape, and editor tooling — addressable from a single conversation. No context-switching between panels. And it doesn’t crawl: whole function sets land in one pass, with engine round-trips measured in milliseconds.

BlueprintsMaterial GraphsNiagaraSequencerPCGLandscapeWaterFoliageDestructionWidgetsData TablesConsole
03 · Auto Layout

Graphs you can
actually read.

Node spaghetti is optional. SLASH’s layout engine orders execution left to right, aligns the rows, and untangles the wires — one click in the Blueprint toolbar.

CAPABILITIES

Built for production.

SIX DOMAINS · 200+ INVOCABLE COMMANDS · GROWING WEEKLY
/01

Actor Control

Spawn, group, transform, spline-align, and batch actors across a level. Inherits context from your selection.

/02

Blueprint Injection

Generate nodes, wire logic, refactor graphs, and inspect pins — inside the Blueprint editor.

/03

Materials & Assets

Author material graphs, tag and import assets, organize the Content Browser from plain description.

/04

Niagara Particles

Emitters, modules, bursts, simulation parameters. Live preview, no DAG archaeology.

/05

Sequencer & Cinematics

Bind tracks, key frames, craft shot lists, and drive camera rigs from a description.

/06

Editor Tooling

Settings, windows, viewport cameras, console commands — the editor’s daily controls from one prompt.

HOW IT WORKS

From prompt to production
in three steps.

01

Install the plugin

Drop SLASH into your UE 5.7 project. One restart. Put the chat window wherever you work best.

02

Open the chat

The chat reads your open level, selected actors, and current editor context. No setup prompts, no config.

03

Direct the engine

Describe the change. SLASH invokes the real UE API, writes to the undo stack, and returns inspectable results.

— GET STARTED

Stop clicking.
Start directing.

50 free credits to start. No card. Works in any UE 5.7 project on Windows.