Roadmap

Shipped, next, later.

Where Kismet is and where it's going. Closer stages are firmer; later ones may shuffle as we learn from what you build.

Shipped

Available today
  • Materials authoring

    Material graphs, instances, parameter overrides, shading settings — with shader instruction counts on every compile.

  • Animation Blueprints

    Anim graphs, full state machine authoring, and animation assets: montages, blend spaces, notifies.

  • UMG Widget Blueprints

    Read and edit the Designer widget tree, wire widget events into the event graph.

  • Plan mode

    Read-only exploration that ends in an implementation plan for your approval — before any edit.

  • Atomic batch edits

    All-or-nothing edit batches: one failure rolls the whole batch back.

  • Multi-model support

    Bring an OpenAI or Gemini key instead of (or alongside) Anthropic.

  • Engine log access

    The agent reads the live editor session log — compile messages, Blueprint runtime errors, PIE output.

Next

Q3 2026
  • Niagara

    Read and author Niagara systems and emitters.

  • C++ editing with hot reload

    Edit native code and verify it through live coding, the same way Blueprint edits are compile-verified.

  • MCP support

    Connect MCP servers so the agent can reach your studio’s internal tools, docs, and pipelines.

  • Skills

    Teach the agent your project’s conventions and recurring workflows as reusable, on-demand skills.

Later

Q4 2026 and beyond

Direction is firm; order may shuffle as we learn.

  • Behavior Trees

    Author and edit AI Behavior Trees and Blackboards.

  • Team collaboration

    Shared knowledge bases, team billing, and SSO for studios.

  • Multi-agent systems

    Fan out subagents for large jobs — parallel refactors, project-wide audits, batch asset work.

  • Perforce-native workflow

    Checkout-aware edits that respect your depot, not fight it.

Missing something?

The roadmap is shaped by what working developers ask for. Tell us what your project needs.

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