Who It's For · Unreal Engine

Built for how your whole team works

Developers, designers, QA, stakeholders, and AI agents. Everyone who needs to understand what software is doing — without reading code.

Click any role to see the pain, the Memsight moment, and who it includes.

Tier 1

The Developers

From print statements to perception loops — every developer level benefits.

The Traditional Developer

Log Archaeologist

Every Unreal project has bugs that vanish in PIE and appear only in packaged builds.

The Pain

Every Unreal project has bugs that vanish in PIE and appear only in packaged builds. A physics glitch on the 47th playthrough. An AI that freezes but only when three Actors interact during the same Tick. You scatter UE_LOG macros everywhere, hit Play In Editor, watch the Output Log flood, and pray. One developer described spending weeks on a crash that never happened in PIE — "changing things here and there and packaging the game doesn’t seem to cut it." The bug exists right now, in memory. But the only way to see it is the rebuild-PIE-check cycle that eats your week.

The Memsight Moment

Instead of scattering UE_LOG across six AActor subclasses hoping to catch the one Tick where the state goes wrong, you ask "what is the AI state right now?" and see it. No rebuild. No exiting PIE. No hoping the bug reproduces. The state that took you hours to track through Blueprint debugging is one query away.

Example Query

ecosystem.deaths.groupBy(cause).last(30)
The information was always there. I just couldn’t ask for it.

Who this includes

Gameplay ProgrammerThe boss teleported through the floor but only on the 47th playthrough. Now you just ask why.
Engine ProgrammerDiagnosing low-level subsystem interactions across BeginPlay, Tick, and EndPlay without full engine recompiles.
Graphics/Rendering EngineerInspecting Nanite, Lumen, and Niagara state on live frames without render doc captures.
Tools ProgrammerBuilding Editor tools against live runtime data instead of stale UAsset snapshots.
Audio ProgrammerTracing MetaSounds state, Wwise event parameters, and spatial audio in PIE sessions.
Network ProgrammerQuerying replication state, RPCs in flight, and desync issues across connected PIE instances.

The Copy-Paste AI User

Browser Tab Developer

Pastes an Unreal Output Log error into ChatGPT and gets generic advice that doesn’t account for AActor lifecycle, Tick ordering, or the fact that your NPC’s pathfinding breaks only when three other Actors in the World interact during the same frame.

The Pain

Pastes an Unreal Output Log error into ChatGPT and gets generic advice that doesn’t account for AActor lifecycle, Tick ordering, or the fact that your NPC’s pathfinding breaks only when three other Actors in the World interact during the same frame. The AI spent 15 minutes suggesting fixes for a problem it couldn’t see. Each fix made sense on paper. None solved it. Because without runtime inspection of your World Outliner and component state, that’s all AI can do: make plausible guesses about UPROPERTY values it has never observed.

The Memsight Moment

Now when you ask "why is this NPC stuck?", the AI can see the NavMesh state, the Behavior Tree, and the collision overlaps — all live in PIE. It stops suggesting generic pathfinding fixes and tells you the exact collision component that’s blocking movement. The difference between a search engine and a co-pilot who can see your Viewport.

Example Query

creatures.where(state=Stuck).first(1)
My AI stopped being a smart search engine and became a partner who can see.

Who this includes

Junior Unreal DeveloperGetting help that understands AActor lifecycle, BeginPlay ordering, and Blueprint execution flow.
Blueprint-First DeveloperBridging knowledge gaps when AI can see your running Level, not just your Blueprint graphs.
Marketplace Plugin CreatorDebugging plugins against live PIE state without your users’ project source.
Student DeveloperLearning Unreal faster when AI shows what your Actors actually do during Tick.

The Agentic Developer

Claude Code Power User

Your AI agent refactors the combat system beautifully — clean C++, all tests pass.

The Pain

Your AI agent refactors the combat system beautifully — clean C++, all tests pass. But in PIE, the boss fight feels wrong. Damage stacks when it shouldn’t. A GAS Gameplay Ability cancels into an impossible state. The agent can’t see this because it can’t see the Viewport. It wrote perfect AActor code that produces imperfect behavior, and without runtime perception of UPROPERTY values, it has no way to know.

The Memsight Moment

Now the same agent that refactored your GAS abilities can query the live damage stack, see the Gameplay Effect modifiers, and verify the boss TTK matches design intent — all in PIE. It doesn’t just write code and hope — it writes, observes, and corrects. The perception-action loop that makes AI useful for Unreal development finally exists.

Example Query

player.damage.modifiers.where(active=true).sum(multiplier)
The loop is finally closed.

Who this includes

AI-Pair Unreal DeveloperYour agent writes gameplay code and verifies it against live PIE state in the same loop.
Technical Director using AIOverseeing AI-assisted Unreal development with runtime verification at every step.
MCP-Connected Studio LeadOrchestrating multiple AI agents across the studio with shared Unreal runtime perception.
Featured Persona

The Agentic Developer

Now the same agent that refactored your GAS abilities can query the live damage stack, see the Gameplay Effect modifiers, and verify the boss TTK matches design intent — all in PIE. It doesn’t just write code and hope — it writes, observes, and corrects. The perception-action loop that makes AI useful for Unreal development finally exists.

player.damage.modifiers.where(active=true).sum(multiplier)
The loop is finally closed.
Tier 2

The Team

Memsight isn’t just for people who write code. It’s for everyone who needs to understand what software is doing.

The Unreal Tester

The Verifier

The damage numbers felt wrong during the boss fight, but you can’t see the GAS Gameplay Effect modifiers in PIE.

The Pain

The damage numbers felt wrong during the boss fight, but you can’t see the GAS Gameplay Effect modifiers in PIE. The NPC walked through a wall, but only that one time, and you can’t prove it. A GDC roundtable tip: "leave the crashed machine alone — an engineer will want to debug the game while it’s in the crashed state." You’re filing bug reports about what you felt in the Viewport, not what you know from the Actor’s UPROPERTY state.

The Memsight Moment

Now when the damage feels wrong, you query the Gameplay Effect modifier stack and see it’s 3.2x instead of 1.5x — without pausing PIE or navigating the World Outliner. When the NPC clips through a wall, you query its collision component and NavMesh data. Your bug report goes from "boss felt too easy" to "Berserker Rage GE stacking 4x instead of replacing — damage modifier exceeds Data Asset cap." Developers stop asking for reproduction steps.

Example Query

combat.lastEncounter.damageLog
I stopped writing ‘could not reproduce’ and started writing ‘here’s exactly what happened.’

Who this includes

Manual Game TesterSeeing GAS modifier stacks, collision state, and Behavior Tree decisions instead of guessing from the Viewport.
QA LeadTriaging bugs with "GE stacks 4x instead of replacing" instead of "boss felt too easy."
Playtest CoordinatorQuerying live PIE sessions for balance data instead of relying on player surveys.
Compatibility TesterInspecting runtime differences across platforms, Nanite/Lumen settings, and GPU configurations.
Localization QAVerifying text rendering, string table loading, and locale state in the running Level.
Certification TesterValidating console TRC/XR requirements against live Unreal runtime state before submission.

The Game Designer

The Questioner

"Why does the economy feel broken?" You designed resource sinks and faucets on a spreadsheet, but the running Unreal Level tells a different story.

The Pain

"Why does the economy feel broken?" You designed resource sinks and faucets on a spreadsheet, but the running Unreal Level tells a different story. Telemetry is supposed to be your best friend — "track how resources move: where players earn too much, where they get bottlenecked, when they stop spending entirely." But someone has to write that C++ telemetry code or wire up Blueprint analytics first. So you file a ticket, wait for engineering to instrument Actors, and by the time the data arrives, players have already churned through the broken economy. Designers simulate economies in external tools because they can’t see the real one running in PIE.

The Memsight Moment

Now you type "what’s the gold inflation rate?" and see it live in PIE. No engineering ticket. No waiting for a telemetry sprint. You designed resource sinks in a Data Asset to prevent inflation — and you can see in real time that the quest reward faucet is overwhelming the repair cost sink. The iteration loop goes from "design → ticket → wait → data" to "design → ask → see → adjust."

Example Query

economy.resources.groupBy(type).avg(supply)
I designed the system. Now I can finally see if it’s doing what I designed.

Who this includes

Systems DesignerVerifying that game systems interact as designed in PIE, without waiting for engineering to add telemetry.
Level DesignerQuerying player flow, pacing metrics, and encounter completion rates in live World Partition Levels.
Economy DesignerMonitoring resource sinks, faucets, and inflation in the running game — not a Data Asset spreadsheet.
Combat DesignerChecking actual GAS damage numbers, Gameplay Ability interactions, and time-to-kill during PIE.
Narrative DesignerInspecting quest flag state, dialogue triggers, and branching path completion live.
UX DesignerObserving UMG widget state, menu flow completion, and interaction drop-off patterns in-game.
Technical ArtistQuerying Material Instance parameters, Nanite LOD transitions, and Lumen settings at runtime.

The Curious Stakeholder

The Observer

Is the game fun? You’re a producer, a creative director, a studio head.

The Pain

Is the game fun? You’re a producer, a creative director, a studio head. You know the game should feel a certain way, but you can’t look under the hood of the Unreal Editor. The analytics dashboard says retention is 34% — but why? Is level 3 too hard, or does the economy run out of currency at the wrong moment? You ask engineering, and three days later you get a partial answer pulled from UE_LOG output. Publishers want transparency. Community managers need to understand player-reported issues. But everyone’s getting secondhand information — curated views instead of live World state.

The Memsight Moment

You ask "why are players quitting after the forest level?" in plain English and get a clear answer from the live Unreal runtime: resource depletion exceeds recovery rate by 3x at that stage. No waiting for engineering. No Jira ticket. No curated dashboard. The creative director who designed the progression in Data Assets can finally see if it’s playing out as intended in PIE.

Example Query

"Why are players dropping off after level 3?"
For the first time, I didn’t have to wait for someone to explain my own product to me.

Who this includes

ProducerChecking project health and game state at a glance in PIE, without interrupting the dev team.
Studio HeadUnderstanding what the Unreal game is doing in plain English, not C++ jargon.
Creative DirectorVerifying if the player experience matches your creative vision — in real time in PIE.
Publishing PartnerGetting transparency into game state without requiring scheduled dev team reports.
Community ManagerUnderstanding player-reported issues by querying live game state before responding.
Tier 3

The Future

Where Memsight is taking software development — from human-operated to AI-supervised.

The Platform Engineer

The Operator

Fortnite’s postmortem at 3.4 million concurrent users tells the story: 6 incidents in 48 hours, cascading failures across MongoDB shards, Memcached instability saturating Nginx, connection storms knocking database replicas offline.

The Pain

Fortnite’s postmortem at 3.4 million concurrent users tells the story: 6 incidents in 48 hours, cascading failures across MongoDB shards, Memcached instability saturating Nginx, connection storms knocking database replicas offline. Each one was a novel failure that no existing dashboard predicted. Game infrastructure is uniquely volatile — player counts spike 10x during events, live ops updates create emergent server behavior, and Unreal’s Dedicated Server matchmaking interacts with World Partition state in ways no one anticipated. Your dashboards cover yesterday’s outage, not today’s.

The Memsight Moment

During a live event with 2 million concurrent players, you ask "which shard is struggling?" and see it instantly — even though nobody built a dashboard for this specific failure mode. Semantic queries over live Dedicated Server infrastructure state replace the frantic dashboard-building that happens mid-incident. You diagnose the novel failure while it’s happening, not after.

Example Query

servers.where(load>0.9).groupBy(region)
I stopped building dashboards for problems I could predict and started asking about ones I couldn’t.

Who this includes

Live Operations EngineerQuerying live Unreal Dedicated Server state during player-count spikes, events, and emergent incidents.
Backend Infrastructure EngineerInspecting shard health, matchmaking state, and Dedicated Server session management at scale.
Multiplayer/Server EngineerDiagnosing replication lag, desync cascades, and server authority issues across Unreal Dedicated Servers.
Build EngineerMonitoring Unreal Automation Tool pipeline state and packaging health across platforms.
DevOps for Game StudiosManaging Unreal game infrastructure with semantic queries instead of one-off dashboards.

The AI Agent Itself

The Autonomous Operator

Automated playtesting bots exist — Ubisoft built "Client Bots" for The Division to mimic human input.

The Pain

Automated playtesting bots exist — Ubisoft built "Client Bots" for The Division to mimic human input. NVIDIA demoed VLMs detecting bugs in open-world games at GDC 2025. But these agents can only see what the Viewport output looks like. They can’t query why the AActor behaved that way, what the UPROPERTY state was when the physics broke, or whether the economy Data Assets are balanced. Without runtime perception of the World Outliner, AI testing is still just observation from the outside — a smarter playtester that still files "something felt wrong" bug reports.

The Memsight Moment

An AI agent plays your Unreal game and queries internal Actor state simultaneously. When it encounters a difficulty spike, it doesn’t just report "players die here" — it queries the GAS Gameplay Effect modifiers, resource availability, and enemy spawn state from live Actors, then reports exactly why. Playtesting becomes diagnostic. Balance tuning becomes data-driven. Live ops monitoring becomes autonomous.

Example Query

Trigger: playerDeaths.rate > 3/min → query(combat.modifiers) → report
The missing sense was always runtime. Now the loop is complete.

Who this includes

Autonomous Playtesting AgentPlaying the Unreal game with full Actor state perception, not just Viewport observation.
Balance Tuning AgentQuerying live Data Asset economy and GAS combat data to recommend balance adjustments from real play.
Bug Triage AgentDiagnosing bugs with UPROPERTY runtime context and filing reports with root causes, not symptoms.
Performance Monitoring AgentWatching frame budgets, Nanite/Lumen load, and memory pressure before players notice.
Live Ops GuardianMonitoring live Unreal Dedicated Server health during events and taking corrective action autonomously.

See yourself here?

Whether you're debugging solo or building AI-operated systems, Memsight closes the runtime visibility gap for your entire team.

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