Unreal Editor, connected. Code and engine in conversation.
Ycode UnrealLink connects your workspace to Unreal Editor through the bundled YcodeLink plugin. Follow live logs, control Play in Editor, navigate Blueprints and give AI agents access to editor tools.
- Live editor connection
- Blueprint & source navigation
- MCP tools for AI agents
A shorter path to your next iteration.
Install YcodeLink
Open your Unreal project in Ycode and use the Unreal panel to install the bundled plugin into the project or engine.
Connect the editor
Start Unreal Editor and let it compile and load the plugin. Ycode discovers the running editor and connects to its authenticated local endpoint.
Iterate from Ycode
Read editor logs, run or pause PIE, open Blueprints and use Live Coding as your project and engine configuration allow.
Different targets. A familiar workspace.
Debug iOS, Android and Windows apps simultaneously from one Windows workspace.
Platforms & devices
Game engines
Native code
Graphics & captures
LSP highlighting & completion
Write application code, scripts and shaders in one editor, with language-server-backed highlighting and completion for these additional languages.
- Rust
- C#
- Java
- Kotlin
- Python
- MetalSL
- Unreal Shader
- Unity ShaderLab
Language support describes editing features. Build, run and debugging support depend on the project's toolchain and target.
Windows is both the desktop host and a debugging target; iOS and Android are connected device targets. Ycode supports simultaneous debugging across all three. Setup and available features depend on the project, toolchain and target version. Download buttons list only published installers.
A few things to know.
Practical answers before you get started.
What is Ycode UnrealLink?
Ycode UnrealLink is Ycode's Unreal Editor integration, implemented by the bundled YcodeLink plugin. It connects editor logs, PIE controls, Blueprint navigation, Live Coding, shader context and MCP tools to Ycode. YcodeLink is a Ycode plugin, not JetBrains RiderLink.
How do I install and connect YcodeLink?
Use the Unreal panel in Ycode to install the plugin into your project or engine, then start Unreal Editor and compile or load the plugin. The connection uses a local endpoint with a per-editor-session authentication token. Installation and available features depend on your engine version and project configuration.
Does UnrealLink replace the build toolchain?
No. UnrealLink connects Unreal Editor to Ycode. IrisBuild distributed compilation and native debugging are separate Ycode workflows. Unreal Shader highlighting and completion are editor language services; they do not imply that every shader variant or target can be compiled or debugged.
Bring your tools into one workspace.
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