Unreal Engine Plugin Architect & Developer
- I create tools and solutions for Unreal Engine with a focus on audio processing at solutions.georgy.dev
- Feel free to email me at [email protected] or join Discord for any questions
Unreal Engine Plugin Architect & Developer

I recently put together a demo project that shows how to create fully interactive AI NPCs in Unreal Engine using speech recognition, AI chatbots, text-to-speech, and realistic lip synchronization. The entire system is built with Blueprints and works across Windows, Linux, Mac, iOS, and Android. If you’ve been exploring AI NPC solutions like ConvAI or Charisma.ai, you’ve probably noticed the tradeoffs: metered API costs that scale with your player count, latency from network roundtrips, and dependency on cloud infrastructure....

Game localization has traditionally been a time-consuming and expensive process. Manual translation work often requires weeks of coordination with external services. AI language models now provide developers with powerful tools to streamline this workflow while they maintain quality and reduce costs. This guide demonstrates how to set up automated AI-powered translation for your Unreal Engine project using the AI Localization Automator plugin . The plugin turns hours of manual work into minutes of automated processing....

Introduction Still, as of UE 5.5, multi-line editable text boxes lack proper keyboard and gamepad navigation support. Let’s fix this without modifying the engine’s source code. I’ll experiment with a simple 2x2 grid of text boxes to demonstrate how we can implement smooth, unified navigation across both keyboard and gamepad input devices, which you can also recreate for testing purposes. Current Limitations Keyboard Arrow keys only allow navigation within the content of a single text box, and there’s no way to navigate between text boxes themselves....
Need to use third-party libraries that depend on spdlog in your Unreal project? Here’s how to simulate the spdlog API using Unreal’s native UE_LOG system, to let you avoid adding extra dependencies while keeping your code clean. We’ll create a logging utility class that matches the spdlog interface, handling type conversions to FString and formatting along the way. Implementation Here’s the code that bridges spdlog and Unreal’s logging system: #pragma once #include "Containers/UnrealString....
As of UE 5.4, the Common UI button (UCommonButtonBase) still doesn’t support direct focus settings. This is because UCommonButtonBase is derived from UUserWidget, which supports focusing, but doesn’t direct the focus to the underlying button itself automatically. However, you can still set the focus on the button by performing a “deep” focus on the Slate button. Here’s how you can achieve this: /** * Sets the focus on the button * This function performs the "deep" focus on the Common UI button, which means that it will set the focus on the button itself * This is useful since UCommonButtonBase is derived from UUserWidget, which doesn't support focus when setting it directly */ UFUNCTION(BlueprintCallable, Category = "mod....