Unreal Engine¶
This chapter goes over how AutoBonk interacts with Unreal Engine. By default, AutoBonk is fairly agnostic but does have special knowledge of how Unreal works that it uses for log parsing and source control interaction. There is also a very basic Plugin that is provided.
AutoBonk.uplugin¶
AutoBonk can interact with your running Unreal Editor using the Remote Control Plugin. It allows you to remotely execute blueprint code through web API requests. AutoBonk.uplugin is a very lightweight plugin provided that you can add to your engine / project (in the “Plugins/” folder). Where to find it: ↗️ Unreal AutoBonk Plugin
Example engine installation location:
C:\Program Files\Epic Games\UE_5.5\Engine\Plugins\Experimental\
It honestly doesn’t do much yet. Features:
When an asset path shows up in the Output window (for example, a cook warning) you can Ctrl+Click on the path to have your open Editor navigate to the asset and select it in the content browser.

Source Control¶
Information about how to use GIT LFS and Perforce with AutoBonk + Unreal Engine is documented on Source Control.