# Project export: ue-shed

This document was generated by HackStack to give an AI agent context about a hackathon project. Sections are labeled with their provenance; content marked as truncated was cut to keep this document small.

## Project metadata

- Hackathon: OpenAI Build Week
- Tagline: an open source unreal toolshed. unreal engine tooling is usually very coupled to the project itself. unreal toolshed leverages unreal remote control (and later mcp) for more freedom
- Devpost: https://devpost.com/software/unreal-tool-suite
- GitHub: not linked
- Demo: https://ue-shed.peculiarnewbie.com/
- Video: https://www.youtube.com/embed/wAtL3peLKTA?enablejsapi=1&hl=en_US&rel=0&start=&version=3&wmode=transparent
- Team: contributor stats unavailable

## Devpost submission (written by the team)

### Inspiration

There are two major problem with AAA game tooling. One is there is simply not really an open source ecosystem around it. Most studios just have their own tooling and their own ways of doing things completely adhoc. Second, specifically for unreal, the tooling is basically coupled with the project's code. you're often scared of doing changes to the more niche tooling because it might block people doing their job

### What it does

An open source suite of headless tools that game studios can adopt to their project, so that they can have editor tooling that connects to unreal. Theoritically ue-shed can connect them anywhere. The project showcase uses electron

### How we built it

We ran a lot of ideas for external editor tooling by codex, and then asked it what primitives we should build first to accommodate them. we then created a north star type document about what the ideal version of these tooling look like, and we plan & build around those

### Challenges we ran into

Performance for the real-time tooling were not good enough. thankfully codex can use the computer easily, so we created benchmarks, then let codex run for hours exploring optimizations

### Accomplishments we're proud of

The real-time tooling and the ease of integration. Some of the real-time tooling have been better than what we had make inside unreal. and with a good agent onboarding document, we were able to have agents integrate and have some tool setup in less than a minute

### What we learned

This space has so much potential in the agentic era. agents are really good at working against contracts instead of an enormous interconnected web of modules, so the velocity we get to on developing just the showcase is astonishing

### What's next

We jus scratched the surface. We'll polish some of the tooling to be up to par at least for our standards for it to become somewhat useful, that goes with the showcase as well. and then we'll make the integration story to an existing project even better. Beyond that it's just gonna be more and more and more tools

## README (from the GitHub repository)

No README available.

## Detected evidence (automated analysis)

No repository was indexed for this project. Claimed technologies below could not be checked against code.
- C++ (language) — claimed on Devpost, not found in the code
- Rust (language) — claimed on Devpost, not found in the code
- TypeScript (language) — claimed on Devpost, not found in the code

## Codebase structure

No repository index available.

## Key source files

No repository index available; no source files included.