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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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Automation

Focusing on systems that perform tasks automatically, this category includes games where players design, build, and manage processes to achieve specific outcomes.

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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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Toptagged AI Generated, Automation and sourcecode (21 results)

Explore tools tagged AI Generated, Automation and sourcecode on itch.io · Upload your tools to itch.io to have them show up here.

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A powerful, free and open-source tool for extracting frames and animations from Texture Atlases
Reorder a collision channel and Unreal silently repoints your assets. This puts every one back.
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.
Prove a serialized-field rename actually migrated - before you delete [FormerlySerializedAs].
Download 3 free, ready-to-use AGENTS.md templates—no signup—for Codex, Claude Code, Cursor, and GitHub Copilot.
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.
Re-import a CSV without destroying editor edits. Merges per cell, previews first, and can be undone.
Find the actor arrangements your levels repeat, and convert them all to Level Instances at once.
Put per-actor material overrides back on the slot they were set on, after art redelivers the mesh.
Finds every hardcoded colour and font in your Widget Blueprints, shares them from one asset, and gates drift in CI.
Rename a UPROPERTY and Unreal silently drops the data. This generates the redirects that keep it.
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