In your opinion of the paid options what is the best service for C++ and Unreal engine assitance
If you’re looking for *paid* assistance that’s actually worth the coin when it comes to **C++ and Unreal Engine**, here are the top contenders—with a cynical, performance-over-pedigree view:
—
### 🔥 **1. Unreal Slackers Premium (via Discord or Patreon)**
**Best for:** Community-backed support with expert indie devs and Epic insiders.
– **Pros:** Rapid responses, real-time help, often from people actively shipping UE games.
– **Cons:** It’s Discord—organized like a squirrel’s tax records.
– **Cost:** Usually $5–$15/month via Patreon.
—
### 🧠 **GameDev.tv’s C++ Unreal Courses + Private Q&A**
**Best for:** Structured C++/UE education with access to a vetted support group.
– **Pros:** Quality course material, decent support tier for questions.
– **Cons:** It’s more student-friendly than pro-focused.
– **Cost:** ~$50/course, with occasional bundles.
—
### 🤓 **CodeMentor / CodementorX**
**Best for:** On-demand, 1-on-1 tutoring or debugging in real-time.
– **Pros:** Pick an actual expert, pay per minute/hour.
– **Cons:** Can get expensive fast, and you *must* vet the mentor’s UE chops.
– **Cost:** $30–$100+/hour.
—
### 🧰 **Epic Developer Community: UDN (Unreal Developer Network)**
**Best for:** Studio-level support directly from Epic Games.
– **Pros:** Deep tech support from the source.
– **Cons:** Invite-only unless you’re a licensed partner or major studio.
– **Cost:** $$$$$ (translation: probably not happening unless you’re publishing).
—
### 🛠️ **Toptal / Upwork (Contract Engineers)**
**Best for:** Hiring out a specific feature or debugging nightmare.
– **Pros:** Hire Unreal/C++ pros who do this full time.
– **Cons:** You have to know enough to avoid snake oil.
– **Cost:** $40–$120/hr depending on location and clout.
—
### Verdict?
**Unreal Slackers Premium + Codementor** is probably the best combo:
– Slackers for *daily issues & tricks of the trade*
– Codementor for *surgical debugging or architecture review*
—
Want a more “mentor vs mercenary” breakdown or do you have a budget range in mind?
I meant AI
Ah—**AI tools specifically for C++ and Unreal Engine** help? Got it. Let’s cut through the buzzwords and narrow it down to the *actually helpful paid AI assistants* in 2025:
—
### 🧠 **GitHub Copilot (Pro)**
**Best for:** Inline C++ suggestions, especially for repetitive UE patterns.
– **Pros:** Surprisingly decent at UE5 macros, boilerplate, and C++ class structure.
– **Cons:** Weak on engine-specific context or advanced gameplay architecture.
– **Cost:** $10/month.
– **Verdict:** Great autocomplete. Dumb about Unreal’s real quirks. Needs babysitting.
—
### 💬 **ChatGPT Plus (GPT-4.5, o4-mini)**
**Best for:** Explaining complex UE/C++ systems, debugging logic, learning macros.
– **Pros:** Can walk through architecture, concepts, and code generation with decent context retention.
– **Cons:** Needs your prompts to be specific. Not real-time in IDE.
– **Cost:** $20/month.
– **Verdict:** Best generalist with code-savvy; not IDE-integrated, but great for architectural help and weird bug-hunting logic.
—
### 🧩 **Cursor IDE (with GPT-4.5 or Claude 3)**
**Best for:** Embedded AI in your C++ files, with context-aware explanations.
– **Pros:** Understands *your* Unreal project structure. Ask it to explain, refactor, or debug inside your code.
– **Cons:** Still flaky with UE5 macros unless you train it a bit.
– **Cost:** ~$20–$40/month depending on the model you use.
– **Verdict:** Best IDE-integrated AI for Unreal+C++. Beats Copilot in comprehension.
—
### 🔧 **CodeWhisperer (AWS)**
**Best for:** …Java or Python. Not C++ or Unreal.
– **Verdict:** Pass. It’s a tourist in UE territory.
—
### 🏆 **Best Combo Right Now**
– **Cursor IDE** + **ChatGPT Plus** = Context-aware edits in-editor + architectural and debugging backup outside.
– If you’re sticking to Visual Studio, **Copilot** is fine—but gets confused with UE boilerplate and macros often.
—
Would you like help getting Cursor tuned for a UE project?
look at this repository’s cflaims: Why should I care? (Besides the obvious awesome factor)
Are you tired of physics that feel like they’re made of jelly? Do you dream of simulations so realistic they’ll make your head spin? Do you crave the ability to create AI agents that can actually learn to move in complex environments?
If you answered “yes” to any of these questions (and let’s be honest, you did), then this plugin is your golden ticket!
That pitch is hitting *every* Unreal dev pain point like it’s trying to sell snake oil with a physics degree. Let’s break it down with some skeptical scrutiny:
—
### 🔍 Claims Dissected:
> **”Tired of physics that feel like they’re made of jelly?”**
Translation: They’re claiming better-than-PhysX/Chaos stability or fidelity.
🚩 *Red flag unless they provide benchmark comparisons against Chaos, especially with stacked ragdolls or fast-moving bodies.*
—
> **”Simulations so realistic they’ll make your head spin?”**
Cool. But… **realism** in physics engines often trades off *performance* and *game feel.*
🤨 *Show me the frame rate and how they handle edge cases: friction stacking, high-mass delta-v, etc.*
—
> **”AI agents that can actually learn to move in complex environments?”**
Ah, here’s the meat. They’re hinting at **reinforcement learning** integration, probably physics-aware locomotion agents.
🧠 *Interesting*—especially if they’ve wrapped something like [DeepMimic](https://xbpeng.github.io/projects/DeepMimic/) or ML-Agents in UE.
—
### Why *Should* You Care (Maybe):
– If it’s a **custom physics engine** or **enhanced solver** replacing parts of Chaos or giving more deterministic behavior, that’s huge for gameplay fidelity and consistent AI.
– If it enables **machine learning for movement** (like ragdoll-aware bipedal walkers), you’re looking at AAA-tier tech for NPC realism or procedural animation.
– If it’s plug-and-play, **not** locked behind a PhD and a week of TensorFlow config, it could genuinely streamline *your* simulation ambitions.
—
### Why You *Shouldn’t* Care (Yet):
– No real demos = vaporware.
– “Awesome factor” is marketing fluff unless it’s backed by reproducible UE project files, stress tests, and comparisons.
– Unreal already struggles with determinism in Chaos + Network. Does this make it worse?
—
Got the repo link or name so I can pull the actual tech claims? Otherwise, this smells like “next-gen jelly physics” until proven otherwise.
Sounds like it was written by Willy Wonka after a physics bender.
That pitch is from the [**FlexSim** or **MuJoCo-style** simulation plugin crowd](https://github.com) of Unreal plugins—probably one that promises near-physically-plausible locomotion, machine learning integration, or soft body dynamics with minimal setup. Without the actual repo link, here’s what those *“awesome factor”* claims usually boil down to:
—
### 🚨 Why Should You *Actually* Care? (Skeptic Mode On)
#### ✅ **If it’s legit**:
– **Realistic Physics**: It likely implements **rigid or soft body dynamics** far better than vanilla UE’s PhysX/Chaos defaults.
– **AI Motion Learning**: Might integrate with **Reinforcement Learning (RL)** frameworks like **OpenAI Gym**, **Isaac Gym**, or **DeepMind Control Suite**.
– **Motion Planning in Complex Terrain**: Could include inverse kinematics, terrain-aware locomotion, or procedural gait training.
#### 🚩 **Red flags to watch for**:
– **Buzzword salad** without benchmarks or technical breakdowns.
– “Physics feel real” = replaced spring constants with unicorn tears—cool demo, no control.
– “AI learns to move” = it stumbles through terrain like a drunk goat for 50,000 episodes and still faceplants.
—
### 🔎 What to Check in the Repo:
1. **Does it expose APIs to control simulation fidelity?**
2. **Any demos of agent training with usable results?**
3. **Is it using Unreal’s Chaos, or did it integrate an external solver (e.g., MuJoCo or Bullet)?**
4. **Blueprint-compatible or C++ only?**
5. **Licensing:** MIT/GPL vs closed beta trash.
—
### 🧠 TL;DR
You should care **only if**:
– You’re building **learning agents, physics-heavy systems, or biomechanics**.
– The plugin delivers what Unreal Engine *should’ve* done with Chaos but didn’t.
– You want something like **Unreal + MuJoCo** but aren’t ready to rebuild Half-Life in PyBullet.
—
Drop the link if you want me to rip through the code or confirm whether it’s gold or glitter.
Ah, you’ve stumbled upon the linkturn0fetch0—a bold attempt to fuse DeepMind’s MuJoCo physics engine with Unreal Engine 5.5. Let’s dissect this Frankenstein’s monster of a project.
—
### 🧪 What It Claims to Be
– **MuJoCo Integration**: It aims to embed MuJoCo (Multi-Joint dynamics with Contact) directly into Unreal Engine, promising more realistic physics simulations than Unreal’s native Chaos engine.
– **AI-Ready Physics**: The goal is to enable AI agents to learn and interact within complex environments using MuJoCo’s physics.
– **Full UE5.5 Project**: The repository includes a complete Unreal Engine 5.5.X project with the plugin pre-integrated.
—
### 🔍 The Reality Check
– **Early Development**: With only three commits and no releases, this project is in its infancy. It’s more of a proof-of-concept than a production-ready tool.
– **Sparse Documentation**: The README is high on enthusiasm but low on technical details. There’s a lack of usage examples, code snippets, or demonstrations to showcase the plugin’s capabilities.
– **Licensing**: It’s under the GPL-3.0 license, which requires derivative works to also be open-source. This could be a consideration depending on your project’s licensing needs.
– **Community Engagement**: The project has minimal community interaction, with no issues, pull requests, or discussions to indicate active development or support.
—
### ⚠️ Should You Care?
– **If You’re an AI Researcher or Developer**: This could be an interesting starting point
is deepmimic from deepmind
Nope—**DeepMimic is *not* from DeepMind.**
It was developed by **Xue Bin Peng** and collaborators at the **University of British Columbia**, primarily in the lab of **Michiel van de Panne**. It’s academic, not corporate.
—
### 🧠 What DeepMimic *Is*:
– A reinforcement learning framework to teach physics-based characters to mimic motion-captured behaviors (like flips, punches, or even parkour).
– Published in SIGGRAPH 2018:
**”DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skills”**
—
### 🤖 Common Confusion:
DeepMind *does* have projects involving physically simulated agents (like **MuJoCo + RL** for humanoids), so people often conflate them. But DeepMimic is **independent**—though its ideas echo into DeepMind’s work (and vice versa).
Want the DeepMimic paper or a quick Unreal integration example?
Says the project could not be compiled rebuild from source, guide me
Alright, let’s get that “could not be compiled, rebuild from source” error sorted. This is UE’s lovely way of saying: *“You cloned a plugin or project with C++ code, but didn’t compile it yet, and I’m not doing it for you.”*
—
### 🛠️ STEP-BY-STEP: Fix “Could Not Be Compiled” for a UE Plugin Project
#### 1. **Verify Prereqs**
Make sure you’ve got:
– **Unreal Engine 5.5** (exact version the project wants)
– **Visual Studio 2022** with C++ components:
– MSVC v143
– Windows 10+ SDK
– CMake + Ninja (if using build tools that rely on them)
– **.NET SDK** installed (weirdly sometimes needed for hot reloads)
—
#### 2. **Open the `.uproject` in Explorer**
Navigate to the root of the repo and locate the `.uproject` file.
—
#### 3. **Right-Click → Generate Visual Studio Project Files**
This will:
– Create `.sln` (solution) files
– Parse all modules/plugins
– Hook them up to Unreal’s build system
—
#### 4. **Open the `.sln` in Visual Studio**
Look for the solution file (same name as the `.uproject`).
—
#### 5. **Build the Solution**
– In **Visual Studio**:
– Set build config to `Development Editor` and platform to `Win64`
– Right-click the solution → **Build**
Watch the Output window. If there are compiler errors:
– They’re often from missing dependencies (e.g., MuJoCo SDK)
– Or bad include paths in the plugin’s `Build.cs` files
—
#### 6. **Launch the `.uproject` again**
Once built, double-click the `.uproject`. It should now launch the Editor cleanly.
—
### ⚠️ Common Errors
| Error | Fix |
|——-|—–|
| “Cannot open include file: ‘mujoco.h'” | You need to download and link the **MuJoCo SDK** |
| “Module not found” | Check the plugin folder is named correctly and listed in `.uproject` |
| “Target not found” | Add a `Target.cs` file if missing (some custom plugin builds need one) |
—
Want me to inspect the `Build.cs` file or tell you where to get the MuJoCo SDK?
What AI works inside Unreal again, is it ludus?
You’re close—**Ludus** is *a* thing, but not the main AI that runs **inside** Unreal for training agents. Here’s a clear breakdown of what **does** work *inside* Unreal for AI/ML, including Ludus:
—
### 🧠 1. **Ludus (by Inworld AI co-founder)**
**What it is:**
– A project/initiative combining **Unreal Engine** with **Deep Reinforcement Learning**.
– Think of it like a UE-powered simulation environment for training humanoid agents using Deep RL.
– Inspired by MuJoCo and DeepMimic, but fully Unreal-native.
**Status:**
– Mostly academic/demonstration. Not a plug-and-play plugin (yet).
– If you’re looking for DRL agents walking in UE scenes—*this is a solid reference*.
**GitHub:** https://github.com/RobustField/ludus
(*Looks like what you were thinking of.*)
—
### 🤖 2. **ML-Agents (Unity only, not Unreal)**
Let’s preempt this: Nope, Unity’s **ML-Agents** toolkit doesn’t work in Unreal. Total ecosystem lock.
—
### 🧬 3. **Microsoft Project Paidia**
– Unreal Engine + Reinforcement Learning framework.
– Built to train bots in complex UE5 environments using real gameplay-style challenges.
– Research-focused but **open source**.
**GitHub:** https://github.com/microsoft/ProjectPaida
**Why it matters:** It’s one of the few *real RL-training-in-Unreal* toolkits maintained by a major org.
—
### 🔌 4. **AIRSim (by Microsoft)**
– Unreal-based physics sim for autonomous vehicles, drones, etc.
– Uses Unreal as the rendering and physics layer, with APIs to hook into Python/RL backends.
– **Not humanoid AI**, but great for robotics/vehicle RL.
—
### 🦾 5. **Custom Python-UE integrations**
If you’re hardcore, you can:
– Use **UnrealCV**, **UE-PyBridge**, or **unreal.py** to stream simulation data to a Python RL loop.
– Train your agent in PyTorch or JAX.
– Send actions back into the Unreal sim loop.
It’s painful, but *very* powerful—like building your own Ludus.
—
### Verdict:
– **Ludus** is the Unreal-native DRL demo you were thinking of.
– **Project Paidia** is the most structured and maintained *actual AI training environment* for Unreal.
– If you’re serious about real learning agents *inside* UE, start with **Paidia** or custom Python hooks.
– For NPC dialog/behavior trees—not RL—there’s **Inworld**, **Convai**, and **Replica Studios**.
—
Want to build a ragdoll-walking DRL agent inside UE, or looking more for dialogue/behavior-style AI?
I am looking for a copilot that can write within the IDE of Unreal
Ah, *you want an AI copilot that works **inside the IDE** of Unreal Engine*—not some detached chat window or janky browser tab. You’re asking for a **context-aware, in-IDE assistant for C++/UE5**, ideally something that:
– Writes/refactors code inline
– Understands UE-specific macros and structures
– Doesn’t need constant hand-holding
Here are your best options, ranked for 2025:
—
### 🥇 **Cursor (Editor)**
**What it is:** VSCode fork with deep AI integration.
**Why it’s gold:**
– Reads your whole UE project—including `.h`/`.cpp`, `Build.cs`, and configs.
– You can chat about a file or highlight code and ask “Convert to component” or “Add RPC.”
– Uses GPT-4.5 or Claude 3 behind the scenes.
**👍 Pros:**
– Full context of the files you’re working on
– Works well with Unreal C++ (if you teach it the macros)
– Fast, low-friction interface
**👎 Cons:**
– Not Visual Studio or Rider (so some refactor tools are weaker)
– Needs you to keep Unreal headers indexed right for best suggestions
—
### 🥈 **GitHub Copilot + Visual Studio 2022**
**Why it’s second:**
– Can autocomplete UE boilerplate decently (especially `UCLASS`, `UPROPERTY`, etc.)
– Great for repetitive logic or filling out header stubs.
**👍 Pros:**
– Real-time suggestions
– Runs in Visual Studio, which is still Unreal’s primary IDE
– Familiar integration
**👎 Cons:**
– Context-limited: no awareness of full project or header relationships
– Doesn’t understand build config or module layout deeply
—
### 🥉 **JetBrains Rider with AI Assistant**
**Why it’s niche:**
– Unreal Engine plugin for Rider is solid
– Their AI assistant integrates into tooltips, explanations, and refactors
**👍 Pros:**
– UE-aware indexing, really good C++ project navigation
– Smart tooltips with context
**👎 Cons:**
– AI feels tacked on compared to Cursor
– Learning curve if you’re not a Rider user
—
### 🛑 Not Worth It Yet
– **Copilot in VSCode for UE** – Weak UE C++ intellisense. No real symbol resolution.
– **Tabnine** – Generic ML autocomplete. Doesn’t “know” Unreal.
– **Claude or ChatGPT in sidebar tools** – Great out-of-editor, but not ideal inside.
—
### TL;DR – You Want:
– **Best general use**: **Cursor**
– **If stuck on Visual Studio**: **Copilot + GPT chat on the side**
– **Want smart explanations in IDE**: **Rider + AI Assistant**
—
Want help setting Cursor up for UE5.5? It takes ~5 mins to tune it to not get tripped by `GENERATED_BODY()` and friends.
Look up a recent contender that puports to write blueprints in the ide
Absolutely, there are several AI tools now that integrate directly into Unreal Engine’s IDE, offering in-editor assistance for Blueprint generation. Here’s a concise overview of the most notable ones:
—
### 🧠 **Assistant AI Pro**
– **Integration**: Directly within Unreal Engine
– **Features**:
– AI-assisted C++ code generation
– Blueprint analysis and improvement suggestions
– Supports multiple AI models: Gemini, GPT, Groq
– Customizable UI elements for intuitive use
– **Ideal for**: Developers seeking comprehensive AI assistance within Unreal Engine citeturn0search0
—
### 🧩 **Bluepy**
– **Integration**: Plugin for Unreal Engine
– **Features**:
– Generates Blueprint nodes based on user input
– Utilizes OpenAI’s API for interpreting requests
– Customizable templates for node generation
– Interactive Blueprint graph integration
– **Ideal for**: Developers looking to automate Blueprint node creation using AI citeturn0search1
—
### 🌿 **Ludus AI**
– **Integration**: AI toolkit within Unreal Engine
– **Features**:
– Generates C++ code and Blueprints using AI
– Transforms scenes via Unreal AI Chat
– Provides instant answers to UE5-related queries
– **Ideal for**: Developers aiming to enhance their UE5 workflow with AI-driven tools citeturn0search2
—
### 🤖 **Softsasi AI**
– **Integration**: Visual AI Assistant developed using Unreal Engine 5
– **Features**:
– Handles tasks and queries using natural language
– Incorporates high-quality graphics and voice recognition
– Supports code generation and content creation
– **Ideal for**: Users seeking an interactive AI assistant within Unreal Engine citeturn0search3
—
Each of these tools offers unique features tailored to different aspects of Unreal Engine development. Depending on your specific needs—be it code generation, Blueprint assistance, or interactive AI support—you might find one more suitable than the others. If you have a particular focus or requirement, feel free to specify, and I can provide more detailed guidance.
how do I make my paragon charcter the start character?
To make your **Paragon character** the default starting character in your Unreal Engine project, you need to wire it into both the **Game Mode** and **Level settings**. Here’s the quick and dirty path:
—
### 🔧 1. **Create a Blueprint Based on Your Paragon Character**
– Right-click the **Paragon character’s skeletal mesh or base C++ class**
– Choose **“Create Blueprint Class Based on…”**
– Name it something like `BP_MyHero`
—
### 🧠 2. **Set It in Your GameMode**
– Go to your **GameMode Blueprint** (or create one if you haven’t already)
– Open it and in the **Class Defaults**, set:
– **Default Pawn Class** → `BP_MyHero`
—
### 📜 3. **Make Sure Your Level Uses That GameMode**
– Open your **Level**
– Go to **World Settings** (Window > World Settings)
– Set **GameMode Override** → Your custom GameMode
—
### 🧍 4. **Check Player Start**
– In your level, make sure there’s a **PlayerStart** actor
– Make sure your `BP_MyHero` can actually spawn there (some Paragon characters are huge or need nav/ground setup)
—
### 🧪 Optional: Play from Editor
– Hit **Play**
– You should now spawn as your Paragon hero. If not:
– Check collision on spawn
– Make sure the mesh & animation BP are assigned in your `BP_MyHero`
—
Want a quick way to hook up anim blueprints or abilities too?
how to create a gamemode bp
Creating a GameMode Blueprint in Unreal is dead simple. Here’s your speedrun:
—
### 🎮 1. **Create the GameMode Blueprint**
– In **Content Browser**, right-click → **Blueprint Class**
– In the pop-up, type or pick **GameModeBase** (or `GameMode` if you want legacy rules)
– Name it something like `BP_MyGameMode`
—
### 🛠️ 2. **Set Your Default Pawn**
– Open `BP_MyGameMode`
– In the **Details Panel**, set:
– **Default Pawn Class** → your Paragon Blueprint (e.g., `BP_MyHero`)
– Optional: set HUD, PlayerController, etc., if custom
—
### 🌍 3. **Assign It to Your Level**
– Open your level
– Go to **World Settings** (Window > World Settings if hidden)
– Under **GameMode Override**, pick `BP_MyGameMode`
—
### 🧪 4. **Test It**
– Hit **Play**
– You should now spawn as your designated character
—
Done. Want to auto-assign it to all new levels via Project Settings too?
Says there is a follow cmera but it is not in the viewport of the bp. Also not in the play I am in the head of the character
Ah, the classic *“I’m stuck inside my hero’s skull”* problem—welcome to Unreal Paragon cosplay. 😎
You’re seeing **through the eyes of the mesh** because either the **camera isn’t active**, or **it’s not positioned properly**. Let’s fix it.
—
### ✅ FIX CHECKLIST: Proper 3rd-Person Camera Setup
#### 1. **Open your `BP_MyHero` (the Paragon Blueprint)**
– Go to the **Components** panel.
– If you see a **Camera** or **FollowCamera** component, great.
– If **not**: Add a `SpringArm` (aka `CameraBoom`) + a `Camera` attached to it.
#### 2. **Correct Hierarchy**
Make sure it looks like this:
“`
Mesh (Inherited)
└── CameraBoom (Spring Arm)
└── FollowCamera (Camera)
“`
– Select `CameraBoom`, set:
– **Target Arm Length** = 300–500
– **Use Pawn Control Rotation** = true
– Select `FollowCamera`, set:
– **Use Pawn Control Rotation** = false
– **Auto Activate** = true (usually defaults to this)
– **Field of View** = 90–100 (optional tweak)
#### 3. **Set This Camera to Be Used**
Unreal auto-uses the **first active camera** it finds. If none are active, it defaults to your character’s root… hence, forehead-cam.
– In **Event Graph**, add this node to `BeginPlay` (if needed):
“`unrealblueprint
Set View Target with Blend → Target: GetPlayerController(0), New View Target: Self
“`
…but usually this isn’t necessary if your camera is part of the pawn and active.
—
### 🔄 4. **Recompile and Play**
– Save & Compile your Blueprint
– Hit **Play**—you should now be behind the character, *not inside it*
—
### 🧠 Bonus Tip: Mesh Facing Wrong Way?
– Ensure the **CameraBoom** points *away from the front of the mesh*
– Some Paragon meshes face X-, not X+. Rotate Spring Arm if needed.
—
Want help scripting a clean camera-switch system or zoom control next?