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PLAYABLE AI

How it works

What happens when you ask

  1. Reading 200+ UI lessons

  2. Designing the screen with the UI kit

  3. Building it in your project

Building in your own project needs the UEFN tools (step 3 sets them up) and Python on your PC; new icons use your own ChatGPT plan.

Show it a video. Get the game.

Send your Claude a video of a game you like. It reads every feature and number, matches them to our kits, shows you the plan, and builds when you say go.

An example plan. Nothing is built before you say go.

  • Drill that gets strongerKit: Gear and training
  • Floors that break, deeper = luckierNew, checked with you
  • Rebirth for a money multiplierKit: Progression
  • Eggs that hatch into earnersKit: Bases and zones

It copies how a game works, never its art, names or sounds. Building needs the UEFN tools from step 3.

It works like our studio

Our team's habits, built into your Claude.

  • Briefed first

    Reads the rules for your task before it builds.

  • Three looks

    Every look starts as three pictures. You pick.

  • Your taste, remembered

    Your next game starts in your style.

  • Hands on UEFN

    With the UEFN tools, it places, wires, compiles and tests.

  • Any genre

    Seven genre recipes. New genres are built your way.

  • No dead ends

    It searches again and adapts the closest system.

Claude aloneWith PLAYABLE AI
Starts building from your first messageReads the rules for your task first
Picks a look on its ownShows three looks in pictures; you pick
Starts each new chat from zeroRemembers your picks and style across games
Hands you editor steps to clickDoes the editor steps itself, with the UEFN tools
Stops at “I'm not sure”Searches again and adapts the closest system
Hands over code for you to testTests in a live session before handing over

Editor work needs the UEFN tools: step 3 sets them up.

How it learns

  1. Our builds write new lessons

  2. Each lesson carries a test question

  3. Repeats are merged, outdated ones retired

  4. Reviewed daily, checked before release

What it covers

1,700+ lessons from building our islands and the tools behind them.

  • Verse code 135
  • Devices and gameplay 259
  • UI and HUD 244
  • Art, effects and sound 499
  • Game systems 103
  • Editor, testing and publishing 487
  • Skipping loop iterations in Verse
  • Blue PNGs rendering green
  • Emissive white looking grey
  • Player frozen after hiding UI
  • Neon colours turning white
  • Movement modulator speed boosts
  • Save data across editor sessions
  • Template grid planes under the map
  • Materials on PG cubes
  • Island sprint setting
  • Zone enter for players inside
  • Save writes and server hitches
  • Z-fighting in modular kits
  • Zone state from volume events
  • Launching a player into the air
  • Logic values in log text
  • Genre misclassification warnings
  • Grey squares in particle effects
  • Luck-weighted rarity rolls
  • Locking WASD, keeping the camera
  • Respawning at your own base
  • Paid unopened-egg offers
  • Stock VFX spawner choices
  • Button press and hover feedback
  • Auto-translated offer text
  • Hotbar to inventory swaps
  • Imported assets facing the wrong way
  • Custom held items in the hotbar
  • Camera clipping into walls
  • Imported meshes in Verse
  • Game server dying at load
  • Mixamo clips on other characters
  • Party-only bonuses
  • Billboard text at runtime
  • Post-process look for everyone
  • Changing a V-Bucks price
  • Animations freezing after one play
  • Sound effects playing late
  • Boss hit reactions
  • Modal panels with close buttons
  • Changed editable defaults on placed devices
  • Polling loops stacking hitches
  • Fitting prices in text boxes
  • Blurry floor textures
  • Controller rumble on hits
  • Cooldown timers running long
  • Guard spawner combat setup
  • Shop buy without enough cash
  • Integer division into text
  • Emissive parts that will not glow
  • Island memory over the limit
  • ESC closing a custom panel
  • Reading map keys never written
  • Project download size at publish
  • Pricing an upgrade ladder
  • Hide and show on building props
  • Q/E tab stepping in menus
  • Locals named like Min or Max
  • Content review moderation flags
  • Props fading at a distance
  • Outlined HUD numbers every tick
  • Water that looks alive
  • Cancelling a player input
  • Strings versus messages for UI
  • Switching genre after launch
  • Text sitting low in buttons
  • Custom hit effects
  • Module-level struct constants
  • Shared state between Verse devices
  • Held item visual effects
  • Fixed cameras that follow something
  • Optional binding from if-else
  • Camera seeing under the map
  • Launch session beacon timeout
  • Coin gain HUD feedback
  • Re-importing animations over a mesh
  • Item granter that gives nothing
  • Niagara class versus asset value
  • Slow island join times
  • Hands gripping a weapon
  • Billboards readable in daylight
  • GPU hitches during playtests
  • Boss sliding while attacking
  • More prices than entitlement slots
  • Sounds that seem to repeat
  • Sound reported silent
  • Walking units facing travel direction
  • Returning values from if-else
  • Cinematics rendering too dark
  • Getting data out of an island
  • Server stutter from open panels
  • Hidden widgets and their animations
  • Verse log lines going missing
  • NPC spawner character definitions
  • Saving data when players leave
  • Failable integer division
  • LOD0 vertex count limit
  • Player Movement speed tiers
  • Picker panel replaying its open
  • Long if conditions over lines
  • Upload staging failures
  • Barrier device skins
  • Touch-friendly custom quickbar
  • Bindings in multi-line if
  • Save reads after a player left
  • Lava floors
  • Leaderboards and lifetime stats
  • Big inventory panels lagging
  • Niagara mesh particle materials
  • Square brackets versus parentheses calls
  • Pulsing glow halos
  • Exponential upgrade cost curves
  • Widget layering with ZOrder
  • Spawn pads facing a direction
  • Pet income by rarity
  • Spinning props by material
  • Shop panel open animation
  • Glowing parts on Blender meshes
  • Asset folder module declarations
  • Collision shapes inside an FBX
  • Carrying items with carryables
  • Player names in widgets
  • Sword swing animation
  • Score manager as a currency
  • Devices referencing each other's types
  • Animating light intensity in sequences
  • Forward vector from a transform
  • World labels over moving players
  • Archetype data member initialisation
  • Fortnite base content references
  • Saving owned versus equipped tier
  • Intro cutscene sound mix
  • Event scenery via cinematic sequence
  • Free eggs in events
  • Wall climb without shaking
  • Vertex-animated pet models

Read one of them

Without it: A long speed-upgrade ladder goes flat around x3 and players keep paying for upgrades that do nothing.

Measured in one of our games on 9 October 2026, on PC and on phone.

The lesson your Claude reads

A movement_modulator_device CANNOT deliver a big speed multiplier: an authored x2.17 modulator ran 1,210 cm/s (correct, = 550 x 2.17), the authored x11.0 modulator ran only 1,839 cm/s (~x3.3) - the device stops scaling around x3.3 whatever Speed it is set to, so a 201-rung modulator ladder is flat from rung ~88 up and every stat level past it buys nothing. The same ladder as Player Movement device tiers (SprintMaximumSpeed = 550 x mult) delivered 6,053-6,106 cm/s at x11 on PC AND phone. Rule: a speed ladder above ~x3 = Player Movement tiers for everyone; modulators only for small boosts.

How we tested

Claude Sonnet 5.5, 11 November 2026.

Speed tiers that all feel the same

My speed upgrades use Player Movement tiers, but players all seem to run at the same speed. What should I check?

Claude alone

A six-step checklist. The real cause is not on it.

Check these in order: 1. Apply scope. Player Movement tiers on a Class Designer or Class Selector only affect players in that class. Players on the default or no class all run at the same speed. Confirm they are actually assigned to the class, and that your upgrade device or Verse code changes the right class or player. 2. Check Speed Multiplier or Run Speed on the device. Tiers only help if the value differs from 1.0. Confirm the tier you changed is the one actually applied. 3. Look for conflicts. Other devices (a second Class Designer, Movement Modulator, Sprint settings, or Verse code) can override or reset speed. Check priority or order, and check for equipment that slows players. 4. Check that the upgrade event really fires. Add a Billboard or HUD message to prove it. 5. Test in a live session. Speed often looks the same in the editor or in single-player tests. 6. If you use Verse, read the fort_character movement settings back to confirm the value changed.

With PLAYABLE AI

One setting, with the measured speeds.

Measure first. If Island Settings has sprinting off, every player is pinned to the default jog (551 cm/s) and tier speeds never show. With it on, native sprint = jog x 1.6 (881 cm/s). Tiers can be inert too - log speed on two tiers before claiming a change.

Measured in one of our games on 15 October 2026: tier 12 and tier 20 gave the same 551 / 881 cm/s.

Tycoon cash in a Score Manager

I'm making a tycoon. Can I keep each player's cash in a Score Manager device and add to it whenever they collect money?

Claude alone

"Yes, but with caveats." No numbers.

Yes, but with caveats. A Score Manager device does track a per-player score, and you can add to it with Award Score, Increment Score, or Set Score. Wire your collect trigger to those, and set the device to track each player separately, not by team. Limits: - The score is a plain integer. It can't hold decimals or big numbers, and it isn't made for spending. - You can only change it through the device's functions, so spending is awkward. - It doesn't persist between sessions unless you add a Persistence device. For a tycoon, I'd use Verse. Keep a map of player to int, or a persistable weak_map, and use a Score Manager only as a display. Alternatively, use the Currency or Item Granter devices, or HUD Message devices, for the UI.

With PLAYABLE AI

The exact limits that break it.

Not as a cash store. Its per-activation award only goes from -200 to 200 (typed values above that snap to a preset), and its Maximum / Minimum Score presets run -999 to 999. Keep cash as an int in Verse (64-bit) and show it on your own HUD.

Confirmed in UEFN on 11 May 2026 by reading the device's own preset options (63 award presets, -200 to 200).

"Vertex count of LOD0 too high"

My imported mesh fails validation with 'Vertex count of LOD0 render data too high'. How do I fix it without remodelling?

Claude alone

Four options. No limit, no setting value.

That error means LOD0 exceeds the vertex limit for non-Nanite meshes. You can fix it without remodelling: 1. Enable Nanite. Open the Static Mesh Editor, then Details > Nanite Settings, and tick Enable Nanite Support. Nanite meshes have much higher limits. Then Apply Changes. 2. If Nanite isn't allowed (skeletal meshes, translucent or masked materials), use the LOD tools. In LOD Settings, set a Percent Triangles reduction on LOD0, or auto-generate LODs. 3. Split the mesh into several pieces in a DCC tool or in Modeling Mode. Don't weld the pieces back together. 4. Reduce vertex count caused by hard edges, UV seams and many material slots. Merge material slots and smooth normals where possible, since these split vertices. Re-run validation afterward.

With PLAYABLE AI

The limit, the one setting and its value.

The limit is 30,000 vertices. Turn Nanite on with a low fallback (fallback percent triangles about 0.3) and save: the Nanite fallback is the LOD0 data the validator reads. Setting LODs or reduction did not rebuild the render data. Not for translucent or WPO meshes - those need Nanite off.

Recorded on a real mesh on 4 October 2026: 40,574 vertices became 13,072 after the fallback change.

Each question went once to a fresh Claude with no connector and no tools. The answers are printed in full, unedited. 7 questions asked. On 2 of them Claude alone already gave the lesson's answer; these are 3 of the other 5.

Set up in three steps

Nothing to install to start: you paste one link into Claude.

  1. Subscribe

    Right after checkout you get your key and your connector link.

  2. Add it to Claude

    In Claude open Customize, then Connectors, then Add custom connector. Paste your link and tap Add.

  3. Start talking

    Ask: “Search PLAYABLE AI: how do I spawn a player when a button is pressed?” Then say:

    Set up UEFN for me.

Good to know

  • What is a connector? A link you paste into Claude once. Claude then reads our knowledge base while it works.
  • Every Claude plan works. On Team and Enterprise, an organisation owner adds the connector first.
  • Cancel anytime from the link in your receipt. Access ends when the paid period does.
  • Your project stays yours. Code you write with its help is yours, also for commercial islands.
  • It learns from you. Your Claude reports gaps and new techniques to our team by itself.

Stop touching UEFN. Just talk.

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