# See Dola AI work in Unreal Engine · Dola AI

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](#blueprint)

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](#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](#widget)

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](#questions)

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](#settings)

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](https://dolaai.pro/blueprint-ai), and setup in the [docs](https://dolaai.pro/docs).

[See plans and credits](https://dolaai.pro/plans)[Sign up free](https://dolaai.pro/signup)

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