Solarax – Official Documentation
Introduction: The AI Technical Designer
Most AI coding tools fail inside Unreal Engine because they operate without context. They cannot see your class hierarchy, they do not understand Blueprint node schemas, and they frequently hallucinate assets or variables that do not exist.
Solarax is fundamentally different.
Solarax is a native Unreal Engine Editor Subsystem that operates as an AI Technical Designer embedded directly inside the engine. Instead of guessing, Solarax possesses mechanical awareness of your project. It can:
- Read your C++ Reflection data
- Parse Blueprint graphs into execution flows
- Analyze your active viewport and Outliner hierarchy
- Inspect asset registries
- Modify engine state using native APIs
This allows Solarax to translate natural language instructions into deterministic Unreal Engine operations.
Quick Start
- Install the Solarax plugin into your Unreal Engine project's Plugins folder.
- Open the Solarax tab inside the Unreal Engine editor interface.
- Log into your Solarax account using your developer credentials.
- Start describing gameplay systems using natural language prompts.
🔒 Security, Privacy & Your IP
Your project is your intellectual property. Solarax is built from the ground up to respect and protect your codebase.
Zero Training
Solarax never trains AI models on your code, Blueprints, or assets. Your proprietary game data is never used to improve external models.
Stateless Processing
Solarax does not store prompts, code snippets, or scene data. Context is processed ephemerally and immediately discarded after the request completes.
Local Context
Your project index remains entirely on your local machine. Only the minimal fragments required to process a prompt are sent to the AI backend.
Architecture: The Solarax Difference
Non-Destructive Workflow (Soft-Delete)
Solarax is physically prevented from permanently deleting your work. If you ask Solarax to remove an object, it performs a Soft-Delete:
- The actor is hidden from the game
- Collisions are disabled
- The actor is moved to a Delete Pending Review folder in the Outliner
This ensures you always retain control over what is permanently removed.
Zero Hallucinations (RAG)
Solarax builds an ephemeral knowledge graph of your project every time a prompt is executed. It indexes:
- C++ reflection data
- Blueprint inheritance graphs
- Gameplay architecture
- Asset registry paths
If Solarax needs to spawn an actor, it knows the exact /Game/ asset location, preventing hallucinated paths.
Deterministic Graph Validation
AI systems occasionally produce invalid Blueprint graphs. Solarax prevents this. Before any Blueprint is sent back to the editor, the backend runs a deterministic validation engine including:
- Execution graph verification
- Pure function validation
- Depth-First Search (DFS) cycle detection
This ensures infinite loops and illegal execution wires are eliminated before the graph reaches your editor.
Dynamic Engine Indexing (MCP Architecture)
Game engines evolve rapidly, and standard AI training data gets stale fast. To solve this, Solarax utilizes a proprietary MCP-like (Model Context Protocol) indexing system hosted directly on our backend.
Whenever a new Unreal Engine version is released (and eventually, Unity), we instantly update our central API and reflection index. This means Solarax always understands the absolute latest functions, macros, and syntax changes—without requiring any heavy scanning, downloads, or setup on your end. It is completely zero-friction and future-proofs your development out of the box.
Core Capabilities
Every major module in Solarax is designed to bridge the gap between intent and engine execution.
The Master Orchestrator
Concept
Solarax generates multi-domain gameplay systems that seamlessly span C++ and Blueprints.
Why it matters
Eliminates the usual race conditions and context switching between C++ compilation and Blueprint creation. You can architect entire systems at once.
Example Prompt
"Create a C++ Actor Component called PlayerStaminaTracker with a float for Stamina. Then create a Blueprint called BP_StaminaCharacter that uses it."⚙️ What Solarax Does
- Generates
PlayerStaminaTracker.h/.cpp - Writes the files to disk
- Compiles the code using Unreal Live Coding
- Waits for the memory patch to complete
- Generates the Blueprint class
- Injects the new component into the Blueprint's SimpleConstructionScript hierarchy
Native Blueprint Engineering
Concept
Solarax understands Blueprint graphs at the execution level, allowing you to manipulate, explain, or refactor node clusters natively.
Why it matters
You can generate new logic from scratch or select complex spaghetti code and ask the AI to simplify node logic, identify performance bottlenecks, or explain the execution flow.
Example Prompt
"Create a health regeneration system that ticks every 2 seconds and restores health until MaxHealth."⚙️ What Solarax Does
Solarax converts visual node graphs into raw execution paths, evaluates the mathematical and execution logic, and generates structurally valid Blueprint graph clusters directly into your Event Graph.
C++ Architect & Native Diff Viewer
Concept
Solarax generates production-ready Unreal Engine C++ classes.
Why it matters
It writes code containing the correct UPROPERTY macros, UFUNCTION declarations, replication support, and engine conventions, saving hours of boilerplate writing.
Example Prompt
"Create an Actor Component called HealthTracker with an OnDeath multicast delegate and a TakeDamage function."⚙️ What Solarax Does
Generated C++ is presented inside a native Unreal Slate Diff Viewer, allowing you to review changes before accepting. Once accepted, it safely injects the code into your source files.
Auto-Fix Compiler Engine
Concept
If your C++ fails to compile, Solarax can repair it automatically.
Why it matters
You never have to leave the engine to decipher cryptic linker errors or missing includes. Solarax handles the debugging cycle for you.
Example Action
Click "Auto-Fix Compile Error"⚙️ What Solarax Does
- Continuously monitors UnrealBuildTool outputs
- Locates the failing logs and extracts the relevant file/error context
- The C++ Architect generates a fix
- A corrected file is returned for instant injection
Spatial Scene Architect
Concept
Solarax understands the spatial structure of your 3D scene.
Why it matters
Instead of manually scrubbing the Outliner or snapping actors to a grid, you can compose levels using rapid semantic descriptions.
Example Prompt
"Spawn a wooden chair next to the couch and rotate it to face the TV."⚙️ What Solarax Does
It analyzes the viewport camera position, Outliner hierarchy, actor transforms, and lighting data, then calculates bounding boxes and raytraces to execute spatial translation directly inside the editor.
UMG Vision-to-UI
Concept
Solarax can convert UI mockups into working UMG layouts.
Why it matters
Drastically reduces time spent manually aligning Canvas Panels, Canvas Slots, and nested Horizontal/Vertical Boxes in the UMG Designer.
Example Action
Upload an image of an inventory interface and prompt:
"Recreate this layout as a Widget Blueprint."⚙️ What Solarax Does
The Vision Agent detects 2D layout boxes, anchors, padding, and text color structure. It then translates these visual coordinates into a generated WBP_ asset with a perfectly valid native Slate widget hierarchy.
Best Practices
Describe Gameplay Behavior
Use descriptive system design instead of low-level syntax.
Select Manageable Blueprint Clusters
For graph analysis, select clusters of under ~250 nodes for the highest accuracy and fastest turnaround time.
Use Your Project Classes
Solarax indexes your project classes automatically. You can reference them directly in prompts: