FAQ
Common questions about engine versions, clients, costs, data, and what's coming.
Quick answers. Anything missing? Use the feedback controls at the bottom of the page.
Getting started
Which Unreal Engine versions are supported? The connector plugin requires UE 5.8 or newer. The cloud tools don't run inside the editor, so they work with logs and asset inventories from any engine version.
Which AI clients work? Any MCP client that supports remote HTTP servers and OAuth — Claude Code, Cursor, opencode, and others. Clients that support Agent Plugins install in one command (see Connect your AI client).
Do I need the UE plugin? No. It adds the smoothest asset audit workflow and editor integration; every cloud tool works without it.
Costs
What does it cost? Billed tools charge a fixed credit cost per session or run — billed only on success or your approval. Documentation and research tools are free, and new accounts start with welcome credits. Current prices: pricing page.
What if a run fails or returns nothing? Credits reserved for it are released automatically. You're billed only for analyses that ran, reports that were produced, and scripts you approved.
Do I pay again when I retry? No — retries within the same session never bill twice.
Data
Can I use the Workbench without a team? Yes — without team context everything bills your personal wallet, and all tools work except the three project-scoped research tools.
What happens to my logs? File bytes go to object storage through a session-scoped link (expires in 15 minutes); analysis runs server-side. Ingested log events — parsed and redacted — are kept to power the research tools. See Security and data.
Does it work offline? The cloud tools need a connection. The connector's asset-inventory export is fully local.
Limits and what's coming
Is there a file size limit? Uploads accept non-empty files up to 50 MB.
Known limitation — files over 50 MB are rejected; multipart upload for larger files is planned. Also: file upload to object storage is pending deployment in production — until it goes live, use the paste path (inline log text), which works today.
How do I get my team and project ids?
You usually don't need them — setup_spaghetti wires context without showing raw ids. When you do need them (manual header config), both are in the Spaghetti section of Config/DefaultGame.ini that the wizard writes.
Where are member invites?
Not yet available — invites and role management are planned; team creation and the shared wallet work today.
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