# Dola AI assistant: chat and agents for Unreal · Dola AI

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# Dola AI assistant: chat and agents for Unreal

How Dola’s chat and specialist agents work in Unreal Engine: one chat, with Blueprint, C++, and material specialists that edit your open project.

Last updated 6 October 2026

A Dola chat prompt for BP_Player reaching Blueprint, C++ and material specialist agents
Published 6 October 2026

## [A chat that acts on your project](#intro)

Dola AI’s chat is not a general chatbot sitting next to Unreal. It is the front door to a set of agents that work on the project you have open: the Dola plugin runs inside Unreal Editor, a local bridge connects it to the Dola desktop app, and agents use that bridge to read and change real assets. This post explains what happens between your message and the change in your editor, which specialist handles what, and how to phrase requests so they land.

New to Dola? Read [What is Dola AI?](https://dolaai.pro/blog/what-is-dola-ai) first, then [install the app](https://dolaai.pro/blog/dola-app-download).

## [Before you start a chat](#setup)

- Stay in **game-dev** mode. The title-bar toggle (Ctrl+Shift+M) switches between game-dev and Modeling, and threads remember which mode they started in.

- Attach your project and run **Install Dola plugin** from the desktop projects list. Published plugin builds target Unreal Engine 5.7 on Windows and Linux.

- Open Unreal Editor (reopen it after a first install) so the bridge can handshake. See [connect an Unreal project](https://dolaai.pro/docs/connect-unreal-project).

- Commit your project to source control before large requests, so every change is easy to review or roll back.

## [What happens when you send a message](#flow)

- You write one message in one chat. Dola brings in the specialist for each part of the request, so you never have to pick one.

- Small, contained tasks go straight to that specialist. Game-sized requests become a plan with tasks; ask for just the plan and nothing changes until you approve it.

- The specialist uses its own tools (the live editor bridge for Blueprints and assets, file edits for C++, the local project index for search) and reports back.

- For graph work, the Blueprint specialist compiles and saves before it claims the task is done.

Dola should not ask you to create a level for it or to paste editor console commands; if a step needs the editor, a specialist does it through the bridge.

## [The specialists you will meet](#specialists)

- **Blueprint** — Blueprint graphs under Content: nodes, pins, then compile and save.

- **C++** — Project source, including Source/*.h and Source/*.cpp with Unreal reflection macros.

- **Material** — Unreal materials (M_*) and material instances (MI_*).

- **Level** — Maps, actors, and layout. It does not invent level names.

- **Widget** — UMG Widget Blueprints (WBP_*).

- **Animation, Niagara, audio, Sequencer, and gameplay AI** — AnimBlueprints and montages, Niagara systems, sounds and MetaSounds, Level Sequences, and behavior trees with their blackboards and AI controllers.

- **Asset** — Finding, creating, and tidying files under Content.

- **Editor** — Opening, restarting, and closing Unreal Editor on your project.

Some help never changes your project: researching the web and docs with sources, recalling what the project index knows, and looking over proposed changes. The full list is the [agent roster](https://dolaai.pro/docs/agents).

## [Blueprints in practice](#blueprints)

The Blueprint specialist works on graphs that already exist under Content. It lists asset paths, edits the graph through the bridge, then compiles and saves. Name the Blueprint and describe one change you can check, for example:

In BP_Door, open the door over one second when the player overlaps the trigger box, then compile and save.

Then look at the graph in the editor and press Play. If something is off, say what you saw rather than starting over. Keep each request to one Blueprint or one behavior; a long wish list is better as a plan you approve step by step. The walkthrough is in [first Blueprint workflow](https://dolaai.pro/docs/first-blueprint).

## [C++ in practice](#cpp)

The C++ specialist reads, searches, and edits headers and .cpp files under Source/, using Unreal conventions such as UCLASS, UPROPERTY, and UFUNCTION. Engine API lookup lets it check class and function names instead of guessing. A request might read:

Add an editable MaxStamina float to AMyCharacter and a BlueprintCallable function that drains it.

Dola does not compile the editor for you. Build as you normally do, and if the compile fails, paste the error back into the same thread. The C++ specialist does not touch Blueprint, UMG, or Niagara graphs; that work belongs to the graph specialists. More in [first C++ assistance](https://dolaai.pro/docs/first-cpp).

## [Materials in practice](#materials)

The material specialist works with Unreal materials and material instances: the M_* and MI_* assets in your Content folder. Point it at an asset by name and say what should change, such as a parameter value on a specific instance. Keep material requests separate from Blueprint requests so each specialist gets a clear job.

Modeling mode is different: there, colour and PBR materials on the model are handled in the desktop app’s modeling studio, and the model reaches Unreal only when you send it there. See [Modeling mode is a Babylon studio](https://dolaai.pro/blog/modeling-mode-babylon-studio).

## [Writing requests that work](#prompts)

- **Name things.** Use asset names and paths, class names, and level names that exist. Agents are told not to invent them.

- **Say what done looks like.** “The door opens when I walk into the box” is easier to verify than “improve the door”.

- **One change at a time** for small edits; ask for a plan for anything game-sized and approve it before work starts.

- **Check in the editor.** Look at the graph, play in editor, build the C++. Feed what you saw back into the thread.

## [Where your chats go](#local)

Chat history and project indexes are designed to stay on your computer. Agent runs go through dolaai.pro to the Dola backend, which runs Claude, and usage is counted against the credits in your [monthly plan](https://dolaai.pro/plans). Details: [models, pricing, local vs hosted](https://dolaai.pro/docs/models-and-pricing) and the [privacy policy](https://dolaai.pro/privacy).

## [Dola AI assistant FAQ](#faq)

###

Yes, when the Dola plugin is connected to an open Unreal Editor. The Blueprint specialist edits graphs through live editor tools and compiles and saves before it reports done. It does not write raw .uasset bytes.

###

No. The C++ specialist edits source files under Source/. You build in Unreal or your IDE as usual, then paste any compiler errors back into the chat for the next fix.

###

In game-dev mode, the material specialist works with Unreal materials (M_*) and material instances (MI_*). In Modeling mode, colour and PBR materials on the model are handled in the modeling studio instead.

###

No. Dola chat here means the chat in the Dola AI desktop app, which drives agents on your open Unreal project. Other apps named Dola are unrelated and use separate accounts.

###

No. Downloading the app and creating an account are free. Running agents uses AI credits, which the paid monthly plans (Indie, Pro, Pro+, and Max) include.

## [Related posts](#related)

- [What is Dola AI? The Unreal Engine AI assistant](https://dolaai.pro/blog/what-is-dola-ai)
Dola AI is an AI assistant for Unreal Engine: the Dola desktop app plus an Editor plugin for Blueprints and C++. Not related to other apps named Dola.

- [Modeling mode is a Babylon studio, not Unreal](https://dolaai.pro/blog/modeling-mode-babylon-studio)
How Dola Modeling mode turns chat into a live Babylon mesh, inspects named parts, and exports GLB — separate from the Unreal Blueprint and C++ path.

- [Unreal Engine AI: NPC AI vs developer assistants](https://dolaai.pro/blog/unreal-engine-ai-npc-vs-assistant)
“Unreal Engine AI” means gameplay NPC AI, Epic Developer Assistant, or third-party editor plugins. Dola is the last one: not Behavior Trees, not Epic’s panel.

- [Unreal Engine's built-in AI Assistant, explained](https://dolaai.pro/blog/unreal-engine-5-7-ai-assistant)
What Epic's AI Assistant in Unreal Engine 5.7 does, how to open it, what is not documented, and when you need an agent that edits and tests your project.

- [Claude Code skills for Unreal Engine](https://dolaai.pro/blog/claude-code-unreal-engine-skills)
What Epic's Claude Code skills plugin for Unreal Engine contains, how to install it, how it works with Unreal MCP, its limits, and where Dola fits.

- [AI for Unreal Engine Blueprints: tools compared](https://dolaai.pro/blog/best-ai-for-unreal-engine-blueprints)
What each AI tool for Unreal Engine Blueprints does: Epic's AI Assistant and Unreal MCP, Aura, Ludus AI, VibeUE, UnrealGenAISupport and Dola. No ranking.

- [Set up Unreal 5.8 MCP with Claude Code or Cursor](https://dolaai.pro/blog/unreal-engine-mcp-setup)
Enable Epic's experimental Unreal MCP in Unreal Engine 5.8, connect Claude Code or Cursor, fix common errors, and see what it can and cannot do.

- [Unreal Engine AI for free: what you get](https://dolaai.pro/blog/unreal-engine-ai-free)
How to start with the Dola Unreal Engine AI assistant for free, what uses AI credits, keeping credit use low, and when a plan makes sense.

- [Unreal Engine AI generator: what it makes](https://dolaai.pro/blog/unreal-engine-ai-generator)
What an Unreal Engine AI generator can make today: Blueprints, levels, materials, UI, C++ and 3D models, and how to get good results from one.

- [Unreal Engine AI chat that edits your project](https://dolaai.pro/blog/unreal-engine-ai-chat)
Chat with an AI that makes changes in your open Unreal Engine project: how it works, what to ask, and how it differs from a general chatbot.

- [Unreal Engine AI agent: what it does in the editor](https://dolaai.pro/blog/unreal-engine-ai-agent)
What an Unreal Engine AI agent is, how it reads, plans, acts and checks inside Unreal Editor, and how Dola's specialist agents keep you in control.

- [Unreal Engine AI plugin: what to look for](https://dolaai.pro/blog/unreal-engine-ai-plugin)
Why an AI assistant for Unreal Engine needs an Editor plugin, how the Dola plugin and its local bridge work, and a checklist for choosing an Unreal AI plugin.

- [Unreal Engine AI tools: which one fits the job](https://dolaai.pro/blog/unreal-engine-ai-tools)
The four kinds of Unreal Engine AI tools (editor assistants, AI coding tools, asset generators and in-game AI), what each is good at, and how to pick.

- [Unreal Engine AI game maker: what works today](https://dolaai.pro/blog/unreal-engine-ai-game-maker)
Can AI make a game in Unreal Engine? What an AI game maker can really build today, feature by feature in your own project, and what stays your job.

- [Claude Code for Unreal Engine vs UE-native AI](https://dolaai.pro/blog/claude-code-unreal-engine)
What Claude Code does well in an Unreal Engine project, what it cannot reach without an MCP bridge, and how it compares with Dola, a UE-native assistant.

- [Dola app download for Windows and Linux](https://dolaai.pro/blog/dola-app-download)
How to download the Dola AI desktop app for Windows or Linux, install it, sign in, and connect the Unreal Engine 5.7 plugin to your project.

- [Dola login: sign in, reset password, fix errors](https://dolaai.pro/blog/dola-login)
How to sign in to Dola AI on dolaai.pro and in the desktop app, create an account, reset your password, and fix common Dola login problems.

- [What Dola is for Unreal Engine developers](https://dolaai.pro/blog/what-dola-is-for-unreal-developers)
Dola AI (dolaai.pro) is a local-first Unreal Engine assistant for Blueprints and C++: the Dola desktop app and an Unreal Editor plugin.

[More on the Dola blog](https://dolaai.pro/blog)

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