While not every control is covered yet, the brightest parts of the editor are now darkened — significantly reducing eye strain and making long editing sessions far more comfortable.
Some areas, like the 2D editor, still use a light background, but overall the editor now feels cleaner, calmer, and much more pleasant to work with.
A big quality-of-life upgrade for night mapping and extended workflows!
In patch 469f, you can finally enable Dark Mode!
And we've expanded it to cover even more of your workspace.
It now fully supports the 2D editor...
...as well as all of your context menus!
Upgrade your workflow and give your eyes a rest today.
I don't like the way things turned out. I would have prefered things to stay relatively the same, just with bugfixes, inceased performances, maybe a full port of Unrealed on Linux, etc.
Now it doesn't even look like my old UnrealEd anymore, old hardware is left behind, goddam AI in UEd and just trying to be UT2004 in general.
I'm probably just old and adverse to change, sorry.
I'm with Hellkeeper. Implementing AI into v469 will destroy every single ounce of respect it has built up for the last 6 or so years since its inception.
Letylove49 wrote: ↑Thu Apr 09, 2026 7:55 pm
when the patch 469f will be released ? have you alredy a date or not ?
No date. Likely in this year. Auto merged new post submitted later
RocketJedi wrote: ↑Thu Apr 09, 2026 8:17 pm
how are these new patches dealing with cheaters?
Patches not something what need deal with cheaters. for this exists ACE. Auto merged new post submitted 1 minute later
Hellkeeper wrote: ↑Fri Apr 10, 2026 5:11 pm
I don't like the way things turned out. I would have prefered things to stay relatively the same, just with bugfixes, inceased performances, maybe a full port of Unrealed on Linux, etc.
Now it doesn't even look like my old UnrealEd anymore, old hardware is left behind, goddam AI in UEd and just trying to be UT2004 in general.
I'm probably just old and adverse to change, sorry.
AI in Editor not mandatory. You can ignore it and not connect editor to Ai. Up to you. That possibility, not obligation.
Last edited by Buggie on Tue Apr 14, 2026 6:08 pm, edited 1 time in total.
Buggie wrote: ↑Fri Apr 10, 2026 8:21 pm
Drop a like if this saves you time, and let me know in the comments what boring task you want AI to automate
Can it rename tags/event for all triggers and movers? And the url for teleporters? When making a map for bunny tracks the map needs to be doubled so teams are separate. There is a solution that makes this easier before map is made. But if the map is already done then this process can be tedious and if you miss something it can cause problem
Yes. It can do that. All depends from how powerful LLM is. Cloud one from top tier for sure can do that, but your experience can vary.
I will show later similar thing for check CTF map. Auto merged new post submitted 18 hours 36 minutes later45. UnrealEd stays 100% AI-Free. Demonstrating what a MCP bridge really is using non-AI tools
Recently, we added the MCP Bridge in patch 469f, and there has been some understandable confusion. Given the current trend of software forcing AI features everywhere, many users assumed we were integrating "AI inside the Editor."
I want to clear this up immediately: This is not true. The Editor remains 100% AI-free.
What is the MCP Bridge?
It is simply an API - a communication protocol that allows external tools to talk to the Editor. Think of it like a remote control receiver. If you launch the Editor right now, you won't notice any visual changes. There are no new buttons, no chat fields, and absolutely nothing related to AI built into the software.
How does it work?
In this video, I demonstrate the protocol using a basic Python script. The script connects to the Editor, retrieves available tools, and I manually performs a simple task: increasing the DrawScale of trees by 1 (similar to my previous video).
Where does AI come in?
While you can connect an external LLM (AI) to this bridge, the AI stays completely outside the Editor. The LLM simply acts as a translator - it takes your plain English request, converts it into standard commands, and sends them through the protocol. It’s a great way to save time or automate tasks if you don't know how to code.
There is no preset default connection to any AI model and users don't have to use AI at all and if you are a programmer, you could write a complex Brush Builder script to do the exact same thing. The bridge just provides a simpler, faster alternative for everyone else.
The Bottom Line:
How you use the MCP Bridge - or if you use it at all - is entirely up to you. It is just a doorway for external scripts. Your Editor hasn't changed.
Auto merged new post submitted 12 hours 1 minute later46. Powerful Formula Support Now in Almost Every Field
In 469f, we fixed and greatly improved formula support, which you can now use in almost any text field of the editor.
Examples shown in the video:
=x+1 — relative formula
=x*x/2+x+2 — complex relative formula
=4%3 — remainder from division (modulo)
=3^3 — power (exponent)
=6&3 — bitwise AND
=8|2 — bitwise OR
=4*@2 — square root
=$ff-$a0 — hex values
=(1+2)*4 — parentheses
Some of these didn't work properly before. Others are completely new.
But relative formulas are the real game changer. You no longer need to do this kind of work by hand, rely on external scripts, or code your own brush builder.
Everything is simple and lets you make complex changes in basically a single operation.
What i could REALLY use are SIN, COS, and TAN. It would make it so much easier to create structures based on circular or polygonal rotations of brushes.