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Unreal Engine 5.7 · Real runs

See Dola work in Unreal Engine

Real screenshots and clips of Dola AI in Unreal Engine 5.7: a Blueprint edit checked in PIE, a styled UMG menu, the diff you accept, and answers.

Last updated 9 November 2026

A Blueprint edit, checked in PIE

The prompt: “In BP_Lamp, make the lamp blink: after BeginPlay, toggle LampLight’s visibility every 1 second. Compile and save it.” The model setting was Auto, and the editor was the stock Unreal Engine 5.7 with the Dola plugin.

Dola desktop app: a Blueprint run that made BP_Lamp blink, with the QA agent's PIE check and the pending change in the Changes panel
The run: Director (Sonnet) planned, Blueprint (Haiku) edited, QA (Sonnet) read the graph, played it in PIE, and found 0 compile errors. $2.34 on Auto.

Time-lapse of a real 2 minute 16 second Dola run: the director plans, the Blueprint agent edits BP_Lamp, and QA checks it in PIE before the change waits in review. Sped up about 13×.

Unreal Editor 5.7 showing BP_Lamp's event graph before the change: BeginPlay prints, sets the light intensity and radius, and nothing else
Before: BP_Lamp's BeginPlay sets the light once and stops.
Unreal Editor showing BP_Lamp's event graph after Dola's edit: the BeginPlay chain now ends in Set Timer by Function Name calling ToggleLampLight every 1.0 second, looping
After: the BeginPlay chain ends in a looping 1.0 s timer on ToggleLampLight.
The new ToggleLampLight function in BP_Lamp: Toggle Visibility with Lamp Light as the target
The new ToggleLampLight function: Toggle Visibility on LampLight.

We checked the result ourselves in the editor, not only Dola’s own QA: the timer calls ToggleLampLight every 1.0 s with Looping on, the function toggles LampLight, and the Blueprint compiles with no errors. One untidy detail stayed in: Dola wired a second Lamp Light getter into the existing Set Intensity node, which does nothing harmful.

Every change waits for your review

Edits land in the Changes panel first. You can open the diff in Unreal, then keep the change or put the old asset back.

Dola's Changes panel listing BP_Lamp.uasset as edited, with Accept all, Reject all and a button that opens the diff in Unreal
The Changes panel holds the edit for review before you keep it.
Unreal's Blueprint diff window opened by Dola: the baseline BP_Lamp next to the current one, with ToggleLampLight added and EventGraph changed
The diff opens in Unreal: baseline on the left, the edit on the right.
Dola's Changes panel after Accept all: 0 changes, nothing left to review
Accepted: the edit becomes the new baseline. Reject restores the old asset instead.

A styled UMG menu from one prompt

The prompt asked for a near-black full-screen background, a 72pt bold orange “LAMP DEMO” title with a soft shadow, and Play, Settings and Quit buttons in 380 × 76 size boxes, 18 px apart, with a dark fill that turns orange on hover and 30pt bold white labels.

Dola run that created the UMG widget WBP_GameMenu from one detailed prompt: Director, Widget and QA agents, passed its evaluation, with the new asset in the Changes panel
The run: Widget (Haiku) built it, QA (Sonnet) checked it. $2.61 on Auto. The red mark is honest: the builder flagged that its offscreen render showed the buttons lighter than #1E1E24.

Time-lapse of a real 3 minute 49 second Dola run: one prompt becomes WBP_GameMenu with a styled title and three buttons, compiled, saved and checked by QA. Sped up about 18×.

Unreal's UMG Designer showing WBP_GameMenu made by Dola: a near-black background, an orange LAMP DEMO title, and dark Play, Settings and Quit buttons with white labels
In the UMG Designer: Background, TitleText, and MenuList holding three size boxes with a button and label each.

We checked it in the UMG Designer: the tree is RootCanvas, Background, TitleText and MenuList, with PlaySlot, SettingsSlot and QuitSlot each holding a button and its label. Selecting the list reads 380 × 264, which is three 76-tall buttons plus two 18 px gaps. It compiles. We did not test the hover colour by hand, so we only claim what you can see.

Questions, even with Unreal closed

With the editor shut, Dola still answers from the project on disk and says where its answer comes from. The project here has one C++ module, ReviewLive, and its Blueprints folder holds BP_Lamp, BP_Crate, BP_Door and BP_Chest. Both match the files.

Dola answering Explain this project with Unreal not running: it lists the project's plugins, C++ module and content folders from the files
Unreal closed: the answer comes from the project's files, and says so.

Cost, context and models in plain view

Dola's Context tab for a chat: 2.7% of a 1M-token window used, the split by category, input, cached tokens, cost and calls per agent
The Context tab: window use, cache hits, cost and calls per agent for the chat.
Dola Settings, Models: Claude Sonnet for planning stages, Claude Haiku for building stages, reasoning effort, and a $5 task cap
Settings > Models: the Claude model per stage, effort, and the task cap.
Dola Account page usage section: spend today, this week and this month, a 30-day usage grid, and spend by model
Account > Usage: 30 days of spend at a glance.

More on the Blueprint tools in Blueprint AI, and setup in the docs.

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