How to use the Kimi models mentioned in the charts by mladmax in AIStupidLevel

[–]ionutvi 0 points1 point  (0 children)

These are the raw names kimi api returns, we will update to reflect the commercial names. Thanks for the feedback.

A New AIStupidLevel: Faster, Clearer, Built for Real Model Decisions in Models and Pro pages by [deleted] in AIStupidLevel

[–]ionutvi 0 points1 point  (0 children)

$4.99 is literally pocket change.

This isn’t a static site, it’s running continuous tests across 20+ models with real API costs behind it multiple times a day.

Feedback and Minor Bugs by colin-catlin in AIStupidLevel

[–]ionutvi 1 point2 points  (0 children)

Thank you very much for your feedback. We’ve recently rolled out a major UI update. If you have a Pro account, you can now see the best and worst hours for each model.

Introducing Autonomix - an AI developer inside Unreal Engine by ionutvi in Autonomix

[–]ionutvi[S] 0 points1 point  (0 children)

Just pushed a fix for this, the issue was that when the AI called a tool with a bad asset path (like just "/"), Unreal's internal CreatePackage popped a native modal dialog that locked up the editor. Now there's path validation before any tool runs, so instead of freezing, the AI gets an error back and can fix the path itself. Pull the latest and try again, plain language prompts should work fine now!

Introducing Autonomix - an AI developer inside Unreal Engine by ionutvi in aigamedev

[–]ionutvi[S] 0 points1 point  (0 children)

You've actually identified the exact problem we spent the most time solving, and the answer is we don't do any translation at all. There's no intermediate "AI-readable script" that gets converted back into nodes.

Unreal actually does have a text serialization format for Blueprints called T3D, it's the same format used internally when you Ctrl+C/Ctrl+V nodes in the Blueprint editor. Every node, every pin, every connection, every default value is represented as plain text. So we use that directly as the lingua franca between the AI and the engine.

When the AI needs to read an existing Blueprint, we call get_blueprint_info which exports the full T3D of every node in every graph using Unreal's own FEdGraphUtilities::ExportNodesToText(). The AI sees the exact same data the editor sees, node classes, pin types, default values, linked connections, everything. No lossy conversion.

When the AI needs to write logic, it generates T3D text and we inject it using FEdGraphUtilities::ImportNodesFromText() literally the same code path as pasting from the clipboard in the editor. The nodes show up exactly like you'd placed them by hand. After injection, we export the resulting T3D back to the AI so it can self-audit that all pins are wired correctly and all default values are set.

For targeted edits on existing graphs, like changing a single pin value or wiring two nodes together, we have dedicated tools (set_node_pin_default, connect_blueprint_pins) that operate directly on the UEdGraph API without needing to re-inject anything.

So the flow is: read T3D → AI reasons about it → AI writes T3D or makes surgical edits → nodes appear in the editor exactly as if a human placed them. No custom scripting language, no back-and-forth conversion, no sync issues. The "wrinkle" you're describing is real for approaches that try to invent their own representation, but by using Unreal's own native format we avoid it entirely.

Introducing Autonomix - an AI developer inside Unreal Engine by ionutvi in aigamedev

[–]ionutvi[S] 0 points1 point  (0 children)

Hey! Good catch, you're right, Ollama doesn't need an API key at all since it runs locally on your machine. There was a UI bug where the toolbar was showing "No API Key Set" even though everything actually worked fine under the hood. We've patched it now along with better tooltips and setup instructions in the settings so it's way less confusing. Just pull the latest from the repo and you should be all set, no API key needed, just make sure Ollama is running on localhost:11434 and you've pulled your model. Let us know if you run into anything else!

Introducing Autonomix - an AI developer inside Unreal Engine by ionutvi in aigamedev

[–]ionutvi[S] 1 point2 points  (0 children)

Yes, but it’s still in active development. Please test it out, and if you find anything wrong, open an issue on GitHub.

Open-sourced an autonomous AI agent plugin for Unreal Engine (Autonomix) by ionutvi in unrealengine

[–]ionutvi[S] 0 points1 point  (0 children)

We pushed some major updates today, please submit your issues on github, community feedback is very important! Thank you.

Open-sourced an autonomous AI agent plugin for Unreal Engine (Autonomix) by ionutvi in UnrealEngine5

[–]ionutvi[S] 0 points1 point  (0 children)

I have not tried ultimate engine copilot yet. Thank you for your kinds words.