Native tooling for Unreal Engine developers

Sharp, native tools for building in Unreal Engine.

Build with AI, recreate real places, shape streets and buildings, connect utility networks, optimize large worlds, and bring your gameplay systems together.

Explore Conduit Explore all tools
// the toolbox
9 tools on Fab · 1 in development

Latest releases

Cable networks spanning the example street in Unreal Engine

CABLE AUTHORING

Ultimate Cable Network Volume

Connect the spaces between buildings.

Place a volume, add attachment slots and generate sagging cable networks. Tune density, thickness and clearance, lock the connections you like, and save reusable presets.

Works independently, with optional Building Toolkit and Utility Networks integrations. Static visual geometry; no cable physics.

Available on Fab · UE 5.8 · Windows

Ultimate Building Toolkit building exterior showcase

BUILDING AUTHORING

Ultimate Building Toolkit

From a footprint to a finished exterior.

Draw editable footprints, shape facades and roofs, and register your own modular meshes. Add balconies, anchored props, 100 window-room variations and day/night lighting, then bake meshes or generate PCG graphs.

Standalone exterior authoring. Window interiors are visual effects; companion tools and third-party mesh packs are separate.

Available on Fab · UE 5.8 · Windows

Ultimate HLOD Studio workbench with selection recipes and HLOD layer controls

WORLD OPTIMIZATION

Ultimate HLOD Studio

Make world optimization a repeatable workflow.

Save actor-selection recipes, assign HLOD layers, manage World Partition builds and export scene audits. Review decorative fixes and compare timed play-in-editor captures against saved baselines.

Inspect evidence and measured frame times. Optimization recommendations do not promise a particular FPS gain.

Available on Fab · UE 5.8 · Windows

Editable overhead utility routes with timber poles and sagging cables in Unreal Engine

SPLINE AUTHORING

Ultimate Utility Networks

Draw routes. Add supports. Make them yours.

Author overhead cables and fencing directly in the viewport. Reuse your meshes and materials, adjust supports and static sag, or create editable spline routes from GeoJSON line data.

Standalone visual authoring with an included showcase. No electricity, utility-flow or cable-physics simulation.

Available on Fab · UE 5.8 · Windows

More from the toolbox

ROAD AUTHORING / VERSION 1.2.0

Ultimate Road Tool

Your city starts here.

Draw connected roads inside Unreal. Shape widths and sidewalks, configure lanes and crossings, and add surface wear. Five surface styles and an experimental geographic city with 5,850 editable roads.

UE 5.8 · Windows · Available on Fab.

Ultimate Road Tool: a surfaced Unreal road intersection with lane paint and crossings
SAVE COMPATIBILITY / UE 5.8 / WINDOWS

Save Compatibility Lab

Protect the progress your players earned.

Run historical saves through your current loader. Compare typed state against approved baselines, inspect missing inventory and changed fields, and catch regressions in the editor or CI.

Available on Fab for Unreal Engine 5.8 on Windows.

Save Compatibility Lab: Capture. Compare. Verify. Native Unreal workbench preview.
Conduit
in-engine MCP server

A native Model Context Protocol server that lives inside the Unreal Editor, so any MCP-compatible AI agent can design, build, and verify your game from a prompt. Typed tools for editor authoring, inspection and verification, with documented safety controls.

Explore Conduit
UE 5.8 / Windows typed MCP tools agent workflows native, no sidecar safe by default
GeoScape
real-world city builder

Turn any place on Earth into a to-scale Unreal level. GeoScape fetches OpenStreetMap buildings & roads and global elevation for a lat/long, then builds a real Landscape with Nanite buildings and roads, ready for World Partition. No QGIS, no manual GeoJSON.

Explore GeoScape
UE 5.8 / Windows any location on Earth terrain · buildings · roads Nanite World Partition ready
DECK TOOLKIT / UE 5.8

Ultimate Deck Building Toolkit

Author card assets, build named decks and inspect a seeded reference encounter. A native Slate workshop, local deck saves and explicit combat tracing, with complete integration guides.

Available on Fab for Unreal Engine 5.8 on Windows.

Ultimate Deck Building Toolkit and its native Unreal deck workshop

In development

DEVELOPMENT PREVIEW · VERSION 0.2.0

Content Atlas

Find the right asset. Understand how it fits.

A local, searchable index of Unreal asset metadata, mesh dimensions, references and notes. Optional Codex and Claude Code integrations add AI descriptions and ranked search; a read-only MCP bridge makes the saved index available to agents even when Unreal is closed.

UE 5.8 · Basic indexing and keyword search require no AI. In development; not yet available on Fab.

// the approach

How these tools are built.

A small set of principles behind everything here.

01

Native

Author and inspect your work inside Unreal. Use familiar editor controls, with documented integrations when your workflow needs them.

02

Focused

Each tool solves one real problem properly, instead of one tool trying to do everything.

03

Developer-first

Safe defaults, predictable behavior, and respect for your project, your undo history, and your time.

04

Honest

Clear about what each tool is and isn't, what's verified, and what's still on the roadmap.

Start with Conduit.

Build games in Unreal Engine by prompting an agent. Native, typed, and safe by default.

Visit conduit.unrealtools.com