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AI Generated

Featuring content created or edited through generative AI, such as AI-driven narratives, character interactions, and generated assets.

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sourcecode

Products that involve or comprise source code, including programming games; does not refer to products with their own source code available, open source or not.

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Simulates every Niagara system, takes the union of its bounds over the whole lifetime, and writes FixedBounds in batch.
Export every Material Instance parameter override to one CSV, edit it in a spreadsheet, import it back.
Lay out every Blueprint graph in your UE5 project in one pass, reviewed as a before and after diagram.
Draws all 78 tarot cards itself - no image files - and every card can bind as a real contract.
Seeded brackets, rivals that level and remember, weight classes, seasons and belts. The championship above your arena.
Push blocks, mirrors and light beams for RPG Maker MZ — every shove previewed before you commit.
The sea stops being a loading screen. Wind, points of sail, cargo that rots, storms that cost.
Multiple endings your players can finally see: a story flowchart, branch jump, and a generated emblem per ending.
Give every NPC a real day - overnight shifts included, because spans break at midnight.
An invented written language your players actually learn - untranslated glyphs resolve forever once deduced. MZ engine.
One value falls, and the world answers. 44 apparitions drawn by code - no image files ship.
Prove a serialized-field rename actually migrated - before you delete [FormerlySerializedAs].
Stacking, resistance, cleanse, DoT and chains - plus 960 icons the system generates itself. Pure GML, no sprites.
Every weapon and every piece of armour strikes its own maker’s mark, drawn from what your loot system rolled.
Deck, hand and pile logic - plus the deck. Every card face is drawn from that card's own data, in pure GML.
Turns off the engine plugins nothing references — rewrites your .uproject behind a timestamped backup you can restore.
Groups genuinely interchangeable StaticMesh assets and merges them in one batch. For Datasmith, Revit and CAD imports.
Rewrites the UMG property bindings that call a Blueprint every frame - and names every one it refuses.
Rewrites the Asset Manager config that leaves GetPrimaryAssetIdList empty, then re-scans to prove the repair worked.
Reset or push Blueprint defaults across every placed actor, per property, with a preview first.
Find the actor arrangements your levels repeat, and convert them all to Level Instances at once.
Re-import a CSV without destroying editor edits. Merges per cell, previews first, and can be undone.
Put per-actor material overrides back on the slot they were set on, after art redelivers the mesh.
Reorder a collision channel and Unreal silently repoints your assets. This puts every one back.
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