Co-Developing Video Games using the Latest version of the NeoStack AI Unreal Game Engine Plugin Using Multiple LLMS via OpenRouter

I am currently the NeoStack AI Plugin by BETIDE STUDIO. The NeoStack AI plugin is currently in Beta and was originally released on the Epic FAB store on January 20, 2026. I am currently testing the latest beta version (v0.3.1) which was released on 2/9/2026.

The developer is constantly releasing updates and fixes so I expect I will be constantly updating the plugin while it is in Beta. I am looking forward to seeing how the Agent Integration plugin evolves over the next several months.
To give you a perspective of how rapidly the plugin is evolving, here is a list of updates that were released over the last couple of weeks:
The v.0.3 beta update which released the other day added the following features and fixes:
- Composite Graphs, Comments, Macros, Local Variables, Component, Reparenting, Blueprint Interfaces are now supported! (This means agents now can do 100% of things that you can in regards of Blueprints)
- Almost 500+ additional checks added over the plugin to reduce the number of crashes. Just want to say, if you crash, please let us know! We want to take the number of crashes to 0
- Subconfigs added which means you can configure what tools a profile has
- Session Resume has been fixed – No need to tell the agent what you already have
- You can now see Usage Limits for OpenAi Codex/Claude Code in the plugin (See Image)
- Codex Reasoning Parameter is now supported
- Task Completion Notifications — Toasts, taskbar flash, and sound playback when the agent finishes (Configurable)
- Montage Editing made better
- Pin Splitting/Recombining & Dynamic Exec Pins is now supported
- GitHub Copilot Native CLI support added
- Fixed Packaging Issues if using Plugin
- Class Defaults editing — ConfigureAssetTool can now set Actor CDO properties like bReplicates, NetUpdateFrequency, AutoPossessPlayer
- Last-used agent persistence — Remembers which agent you used last instead of defaulting to Claude Code every time
- Fixed issues with if you already are using the port for MCP
The v.0.2 beta update from the week before added the following new features and fixes:
- Full Animation Montage editing!
- Enhanced Input support! Create & edit Enhanced Input assets
- Agent can now see what’s in your viewport! Captures the active viewport as an image with camera info
- Level Sequencer has been completely rewritten
- Agent can now set any node property directly on Behaviour Trees
- BT reads now always show full node tree + blackboard details. Blueprint vars show replication flags. New readers for Enhanced Input & Gameplay Effects. Level Sequence reads are way more detailed now
- New “Think” toggle for Claude Code — control how much the agent reasons
- Streaming no longer bounces — smooth throttled updates
- Message layout redesigned — cleaner look
- Session saving no longer freezes UI on tab switch
- Server now blocks browser requests by default (CSRF protection)
- 24 Crash Fixes (It is still in Beta!)
Prior to releasing the beta plugin, Betide Studio published a standalone Windows & Mac version of the tool called NeoAI. NeoStack AI now works across virtually every major Unreal Engine system as it is a native Unreal Engine Plugin. It currently supports the following Unreal Engine systems:
- Blueprints
- Materials
- Animation Blueprints
- Behaviour Trees
- State Trees
- Structs
- Enums
- DataTables
- Niagara VFX
- Level Sequences
- IK Rigs
- Animation Montages
- Enhanced Input
- Motion Matching
- PCG
- MetaSounds
- and much more planned over the next several months
NeoStack AI is currently priced at $109.99 on the FAB Store. You can read more about all the different features here.
It currently works with Claude, Gemini and OpenAI CLI. Claude Code & Gemini CLI integration requires those tools to be installed separately. I personally prefer using my OpenRouter API Key so I can pick which AI model to use depending on the which development task I am currently doing. Betide Studio currently recommends using Claude Code as it works best for creating Blueprint logic while the other models produce less than desired results. The best part of NeoStack AI is that you get to choose which model to use (400+) and how much you want to pay for tokens. You can even use the free models available on OpenRouter (e.g. GLM, DeepSeek, Qwen Coder, etc.) if you don’t want to pay for tokens and you just want to play around with it.
The Default Agent LLMs listed in the OpenRouter Dropdown menu are the following:

Once you install the plugin and properly configure it, you get access to this Agent Chat Window. I configured the plugin to connect to OpenRouter with my API Key:

I’ll provide a follow up on my beta testing process after I have tested the plugin over the next several weeks.
Using the GLM 4.7V Flash Local LLM Model by Z.ai to Develop a Moon Landing Simulation Using C# on my Alienware Aurora R11 RTX-3080 10GB Video Card

The Lunar Lander coding simulation coding test ran without any problems at 6.12 tokens per second using LM Studio:

Below you can see the Task Manager Performance Chart for my NVIDIA GeForce RTX-3080 with 10GB VRAM;

Based on available benchmark data, it achieved the following scores on the specified evaluations:
GPQA: 75.2%
AIME 25: 91.6%
SWE-bench Verified: 59.2%
These results position it as a strong performer in its size class, particularly for coding and reasoning, outperforming comparably sized models like Qwen3-30B on SWE-bench Verified while maintaining lower resource requirements. Note that benchmarks can vary slightly based on evaluation configurations, but these figures are consistent across official sources and reviews.
Using GLM 4.6V Flash Local LLM Model by Z.ai to Develop a Moon Landing Simulation Using C# on my Alienware Aurora R11 RTX-3080 10GB Video Card

I then reloaded the model with a maximum token context window of 131072 with maximum layers offloaded to the GPU:

The Lunar Lander coding simulation coding test then ran without any problems at 11.69 tokens per second:

Below you can see the Task Manager Performance Chart for my NVIDIA GeForce RTX 3080;

GLM 4.6 scored 81% on GPQA, 93.9 on AIME 2025, and 69% on SWE-bench Verified. The Open Source LLM Models keep getting better and better at coding with each new release and the releases keep coming out faster and faster. Z.ai just released GLM 4.7 on December 22, 2025, and it quickly jumped to the top of the Open-Source Leaderboard. The new GLM 4.7 scored 85.7% on GPQA, 96.7 on AIME 2025, and 73.8% on SWE-bench Verified. Once the new 4.7 Flash model gets uploaded to LM Studio, I’ll test the new 4.7 model as well.
Wishing you and your family a Merry Christmas and a Happy New Year!
OpenAI Releases GPT-5 and it is State of the Art (SOTA) across Key Coding Benchmarks
OpenAI released GPT‑5 today and it is now state-of-the-art (SOTA) across key coding benchmarks, scoring 74.9% on SWE-bench Verified and 88% on Aider polyglot.
SWE-bench Verified: (Tests AI models on real-world GitHub issues, evaluating their ability to generate accurate code patches)
GPT-5 with Thinking (High) scored highest with 74.9%, followed closely by Claude Opus 4.1 at 74.5%. For comparison, OpenAI o3 High scored at 69.1%

Aider Polyglot: (Evaluates code editing across multiple programming languages (e.g., Java, Rust, Python):
GPT-5 dominates with 88%, a substantial lead over competitors. Grok 4 comes in next at 79.6%. For comparison, OpenAI o3 came in at 81%.

This new era of AI Assisted coding LLMs just keeps getting better and better each day!
Using OpenAI GPT-OSS Open Weight Local LLM Model to Develop a Moon Landing Simulation Using C# on my Alienware Aurora R11 RTX-3080 10GB Video Card
OpenAI released their new Open Weights local LLM model today under the Apache License that you can download and run it locally on your own hardware without the need of a cloud subscription. The larger 120 billion parameter model will require a system with an 80GB GPU (who has that!?) or a MAC M3/M4 system with at least 128GB of Integrated/shared memory. The new AMD Ryzen AI 395 Max + 395 with 128GB can also run the 120B parameter model locally. You can definitely run the smaller 4-bit quantization 20 billion parameter model locally using a NVidia GeForce 3090, 40×0 or 50×0 video card with at least 16GB of VRAM. I personally downloaded the smaller 20B parameter model and got around 11 tokens per second using my RTX 3080 with 10GB using LM Studio. Some of the GPT-OSS 20b model had to be loaded into my local system ram on my Alienware A11 which made it run much slower.
On a system with 16GB VRAM or 128GB of Integrated memory, the free GPT-OSS LLM performs pretty well on the Codeforces Competiton code benchmark tests against OpenAI’s other subscription-based cloud LLMs:

Source: Codeforces Benchmark from OpenAI
Since I only have 10 GB of VRAM on my RTX-3080, I tested GPT-OSS-20b with LM Studio and offloaded some of the model into my 64GB of system memory. I first tested it with a simple Hello World C++ application, and I got an average of 11 tokens per second dividing the model between high-speed Ge-Force VRAM and slow system RAM.

I then tested it by building a much larger C# Moon Landing simulation and it ran out of context memory, and it did not complete the coding task.


Update: I finally figured out how to enlarge my context window on LM Studio to 131072 and was able to successfully build the Lunat Lander game:


I definitely need to have at least 16 of VRAM, or better yet, 128GB of shared integrated memory in my development system to get faster local GPT-OSS LLM performance along with a bigger context window to complete this Moon Landing C# AI Assisted coding task.
Microsoft also announced today that you can also try it out in Foundry Local or AI Toolkit for VS Code (AITK) and start using it to build your Microsoft applications today using the GPT-OSS local LLM models. Let the free local GPT-OSS LLM Open Weights AI Assisted App & Game Development begin!
Ludus AI Agent Assisted Game Development Tools for Unreal Game Engine
In preparation for my presentation for my July 2025 CGDC presentation on AI Assisted Game Development Tools, I spent a lot of time beta testing the latest beta version of the Ludus AI Blueprints Toolkit for the Unreal Game Engine using Unreal 5.6.

I did my Blueprints testing using their 14 Day free Pro Subscription Trial with 20,00 credits. They also provided additional testing credits for the closed beta period to help with the closed beta, which I really appreciated!
I was particularly focused on their new AI Agent Blueprint Generation Features. They currently provide support for: Actor, Pawn, Game Mode, Level Blueprint, Editor Utility Blueprints & Function Library Blueprints. They also offer partial support for Widget (UMG). They are planning to provide support for Material, Niagara, Behaviour Tree, Control Rig, and MetaSound in the near future. Their goal is to fully integrate Blueprint Generation into the main plugin interface. Once the Open Beta phase concludes, activation via a special beta code will no longer be necessary.

For my beta testing, I asked the Ludus AI agent to identify all the load issues I was getting after upgrading an old Kidware Software Unreal Engine 4.26 RPG academic game project to the latest version of Unreal 5.6. I asked the new Ludus AI Blueprints agent to identify and fix the load issues I was getting after I updated the old project from Unreal 4.26 to 5.6.
The Ludus AI Agent examined my updated Unreal Engine 5.6 project and determined which Blueprints were broken and it gave me a systematic plan to fix them. I then asked Ludus AI (in Agent mode) to apply all the recommended fixes and test them for me. You can watch the 5-minute video below showing the Ludus AI agent in action:
In Agent mode, Ludus AI made all the fixes (without my help) and my RPG game project worked flawlessly using Unreal Engine 5.6. I was genuinely impressed! Below is the video I took of the fixed gameplay after Ludus AI did its Unreal Engine 5.6 Blueprint repair magic:
Back in 2022, it took me many hours to identify and fix all those Unreal 5 Upgrade errors that I was getting back then doing it all manually myself. The Ludus AI Blueprints beta agent did all the repair work for me in approximately 5 minutes.
I was so impressed by the Beta Ludus AI Agent Blueprints results; I personally purchased a subscription for the Ludus AI plugin for myself. They offer several tiers of pricing for Indies, Pros and Enterprise customers:

They also offer a Free 400 Credit per month subscription so you can take a look at their plugin.
They also sell additional credit packages just in case you burn through your credit allotment during a given month.

The Ludus AI Blueprints 0.6.0 beta agent support moved into “Open Beta” on July 29, 2025, so you can now try out their new AI Blueprint beta features yourself at https://ludusengine.com/ using a Ludus AI Pro 14 Day Free Evaluation Subscription.
I plan to give you another update on my Ludus AI Assisted Unreal Game Engine Blueprint testing in a future blog post.




