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 beyondDirection 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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