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Up and running in five minutes.

Install Exaro Unreal, add your AI key, and start building inside Unreal Editor. Three steps, no command line.

EngineUnreal Engine 5.5, 5.6, 5.7 or 5.8
PlatformWindows
You needAn API key from Anthropic (Claude), Google (Gemini) or OpenAI, or a Claude / Codex / Gemini CLI subscription you already have
TimeAbout five minutes

1. Install the plugin

Got it on Fab?

  1. In the Epic Games Launcher, open Fab Library, find Exaro for Unreal (Free) and click Install to Engine for the engine version your project uses.
  2. Open your project, go to Edit → Plugins, search for Exaro for Unreal, tick it, and restart the editor when asked.

Downloaded it from exarostudio.com?

  1. Close Unreal Editor.
  2. Unzip the download into your project's Plugins folder, so you end up with MyGame/Plugins/ExaroStudio/ExaroStudio.uplugin.
  3. Open your project and click Yes if Unreal asks to enable the plugin.
  4. Have a license key? Open Window → Exaro Unreal License (called Exaro Studio License in plugin 0.6.0), paste it and click Activate this machine.
Nothing else to download.Exaro Unreal switches on a few engine plugins it builds on (Niagara, Enhanced Input, Paper2D and others). They all ship with Unreal.

2. Add your AI key

  1. Open Edit → Editor Preferences, then Plugins → Exaro Studio in the left column. (It's in Editor Preferences, not Project Settings.)
  2. Paste your API key into the Anthropic, Google or OpenAI field.

Your key stays on your machine and is only ever sent to the provider you pick. Your provider bills you directly; Exaro never meters or marks up AI usage.

Already pay for Claude Code, Codex or Gemini CLI? Choose that CLI in the chat panel instead of entering a key, and Exaro uses your existing subscription. (Every edition; on the free edition it inspects but does not change the project.)

3. Start chatting

Open Window → Exaro, or press Ctrl+Alt+A from anywhere in the editor. Pick a provider and model, type a request, and press Send. That's it. The chat panel already has every tool; there is nothing to connect or configure.

A good first session:

01Look around
“What level is open? List its actors and describe the lighting.”
02Plan
“Suggest a small lighting improvement. Don't change anything yet.”
03Make the change
Ask it to make the change. It applies straight away, as a single undo step. (On the free edition, Exaro shows you how to get the full plugin instead.)
04Check
Look at the viewport. Not happy? Ctrl+Z undoes the whole change in one step.
Changes apply as soon as you ask.Since version 0.6.0 each change is applied immediately and is a single Ctrl+Z. Want to check each one first? Turn on Ask before applying changes in the panel's menu, and every change waits on a card for you to click Approve. Anything that spends money or sends data off your machine always asks.

Free, Pro and licensed: what's the difference?

Exaro for Unreal (Free), from FabChat about your project and let the AI inspect it: levels, actors, Blueprints, assets, logs. It can explain and advise but not make changes; the building tools are not in this download. No account or key needed.
Exaro for Unreal Pro, from FabEverything: the AI builds and edits your project. Bought once on Fab, so there is no key, activation or subscription.
Exaro Unreal, from exarostudio.comThe full plugin. Works like Free until you activate the key from your Individual, Studio or Exaro Studio plan, then builds and edits. Updates are included while you subscribe.
Upgrading from FreeThe free edition has no key to enter: subscribe, then install the full plugin into your project. How to upgrade.

Upgrading from the free edition

  1. Subscribe to Exaro Unreal (Individual or Studio) or Exaro Studio at exarostudio.com/pricing.
  2. Download the plugin for your engine version from your library (sign in with the email you bought with).
  3. Install: close Unreal and unzip it into your project's Plugins folder, so you have MyGame/Plugins/ExaroStudio/ExaroStudio.uplugin.
  4. Activate: open the project, then Window → Exaro Unreal License (called Exaro Studio License in plugin 0.6.0), paste your key and click Activate this machine.
The Fab copy can stay.Fab installs the free edition into the engine, so every project on that engine can use it. A plugin in a project's own Plugins folder takes priority over the engine copy, so the project you unzipped the full plugin into uses it and your other projects keep the free edition. To go back, delete MyGame/Plugins/ExaroStudio. Your API keys and settings stay in your project.

Troubleshooting

  • No Exaro menu under Window: check the plugin is ticked under Edit → Plugins, then restart the editor.
  • The AI answers with an error: check your key under Editor Preferences, and that your provider account has credit.
  • It says a change needs the full plugin: you are on the free edition from Fab, which can inspect but not edit. See upgrading from the free edition.
  • Nothing happens after asking for a change: if you turned on Ask before applying changes, look for the approval card in the Exaro panel; it waits for your click.

Still stuck? Email [email protected] and we'll help.

Optional: use Claude Code, Cursor or Claude Desktop

Skip this if you use the chat panel. It is only for people who prefer to work from a separate AI app and have it drive the open editor. Unreal must stay open while you do.

Each time the editor starts it creates a fresh access code in YourProject/Saved/hs-mcp.token. Your app needs it, so after restarting the editor, update the code in your app. Pick your app:

Claude Code

In PowerShell, from your project folder, with the editor open:

claude mcp add --transport http exarostudio http://127.0.0.1:8765/mcp --header "X-Exaro-MCP-Token: $(Get-Content Saved\hs-mcp.token)"

After restarting the editor, run claude mcp remove exarostudio and the command above again.

Cursor (or any app that supports HTTP MCP servers)

Add this to .cursor/mcp.json in your project, replacing the placeholder with the contents of Saved/hs-mcp.token:

{
  "mcpServers": {
    "exarostudio": {
      "type": "http",
      "url": "http://127.0.0.1:8765/mcp",
      "headers": { "X-Exaro-MCP-Token": "<paste the contents of Saved/hs-mcp.token>" }
    }
  }
}
Claude Desktop (or another app that only runs local commands)

Add this to Claude Desktop's config file, replacing the placeholder with the contents of Saved/hs-mcp.token. It uses the free mcp-remote helper, which needs Node.js installed:

{
  "mcpServers": {
    "exarostudio": {
      "command": "npx",
      "args": ["-y", "mcp-remote", "http://127.0.0.1:8765/mcp", "--allow-http",
               "--header", "X-Exaro-MCP-Token:<paste the contents of Saved/hs-mcp.token>"]
    }
  }
}

Downloaded Exaro from exarostudio.com? You can use the PowerShell helper in the plugin's Tools folder instead. It reads the access code for you, so you never update it by hand. (The Fab editions don't include this helper.) Use the full path to your project:

{
  "mcpServers": {
    "exarostudio": {
      "command": "powershell",
      "args": ["-NoProfile", "-ExecutionPolicy", "Bypass", "-File",
               "C:/Projects/MyGame/Plugins/ExaroStudio/Tools/ExaroStudio-Proxy.ps1"]
    }
  }
}
It doesn't connect
  • 401 Unauthorized: the access code is missing or old. Copy the current contents of Saved/hs-mcp.token into your app.
  • Connection refused: open your project in Unreal first; the connection only exists while the editor runs.
  • Port 8765 in use (usually a second editor is open): set the Windows environment variable EX_MCP_PORT to another number such as 8766 before starting the editor, and use that number in your app.

Optional: find and import assets

With an exarostudio.com account you can browse the asset marketplace or just ask Exaro, for example: “Find three low-poly tavern props under $10 and show me previews. Don't buy anything until I approve one.” Every purchase shows you the price and waits for your approval, and bought assets stay in your library.

What next?