LLMAI is a comprehensive AI integration plugin for Unreal Engine 5 that enables real-time text and voice conversations with AI assistants, plus the ability for AI to call functions and control game systems.
Why Windows only? The plugin uses platform-specific audio libraries for real-time voice processing:
winmm.lib and dsound.lib for low-latency audio captureAudioUnit, AudioToolbox, and CoreAudio is prepared but not testedasound (ALSA) support is prepared but not testedTechnical Details: See Plugin Dependencies for complete dependency information.
You have two options:
Note: An OpenAI API key is only required if using OpenAI's cloud service. For local/offline operation, use LocalAI instead.
For OpenAI: The plugin checks for your OpenAI API key in multiple locations (in this order):
LLMAI_OPENAI_API_KEY=your_key_here in your system environmentOPENAI_API_KEY=your_key_here-OpenAIKey=your_key_here parameterNote: The plugin tries these methods in order and uses the first valid key it finds. Project Settings is recommended for most users.
For LocalAI: No API key is required. Configure the LocalAI endpoint URL in Project Settings instead. See LocalAI Quick Start Guide for download and setup.
Yes! LLMAI currently supports two providers:
Support for additional providers (Anthropic, Gemini, Grok) is planned for future releases.
Technical Details: The plugin includes provider-agnostic functions (ConnectToAI, SendTextToAI) designed for multi-provider support. See API Documentation for the provider architecture.
Plugins/ directoryLLMAI.uplugin file exists in the plugin folderThe plugin is optimized for OpenAI's Realtime API. For the most current list of supported models, see Plugins/LLMAI/Config/DefaultGame.ini which contains the latest KnownRealtimeModels list.
As of this version, supported models include:
gpt-realtime (recommended default)gpt-4o-realtime-preview with various date variantsgpt-4o-mini-realtime-preview with date variantsFor the most current list of available voices, see Plugins/LLMAI/Config/DefaultGame.ini which contains the latest KnownOpenAIRealtimeVoices list.
Current voices include:
Note: OpenAI periodically updates available voices. The configuration file always contains the most current list.
Yes! The plugin provides function calling capabilities that let AI interact with your game systems.
See the Rocketeer Game Demo (LLMAI_Arcade) for a complete example where AI can:
Technical Details: See API Documentation for function definition syntax and implementation patterns.
The LLMAI_LiveLink demo showcases AI-driven character animation with a MetaHuman (Cooper). It demonstrates:
Learn More: See LiveLink Demo Details.
The lip-sync feature works automatically when voice mode is enabled:
No additional configuration is needed - simply enable voice mode and the lip-sync activates automatically.
The AI can trigger 16 different character gestures through natural language:
Try natural commands like "Wave hello", "Give me a thumbs up", or "Show me you're not sure".
Yes, the plugin uses OpenAI's Realtime API for low-latency voice conversations. You can speak naturally and the AI responds with both voice and text.
Demo: Try the LLMAITerminal Demo to experience real-time voice conversations in action.
Yes, LLMAI works in both Blueprint and C++ projects. All functionality is available through both interfaces.
OpenAI: Requires an internet connection to communicate with OpenAI's servers.
LocalAI: Yes! The LLMAI LocalAI distribution (available separately) supports offline operation with local AI processing and TTS voice synthesis.
Voice mode uses approximately:
Yes, if you need to modify the plugin:
Technical Details: See Plugin Documentation for development setup and architecture overview.
Use the ULLMAIAudioStreamComponent for custom audio capture and processing.
Implementation Examples: See API Documentation for audio processing patterns and component usage details.
Yes, by modifying the instructions parameter when connecting to AI. You can create different personalities for different game characters or contexts.
Examples and Syntax: See API Documentation for instruction parameter details and personality examples.
LLMAI includes a comprehensive debug system:
llmai.debug.EnableAll # Turn on all debugging
llmai.debug.OpenAILevel 2 # Debug API issues
llmai.debug.AudioLevel 2 # Debug voice problems
llmai.debug.WebSocketLevel 2llmai.debug.SaveAudioFiles 1llmai.debug.FunctionLevel 2YourProject/Saved/Logs/YourProject/Saved/Logs/LLMAI/Complete Guide: See Debug & Logging Documentation for detailed troubleshooting.
Bind to error events:
OnError for connection errorsOnAIServerError for API errorsOnAIRateLimitExceeded for rate limitingEvent Details: See API Documentation for complete event signatures and error handling patterns.
LLMAI is distributed under the Fab Standard License when available on fab.com. This license allows for commercial and non-commercial use in your projects. See the Fab EULA for complete terms.
Yes, you can distribute games that include the LLMAI plugin. Ensure you handle API key security appropriately.
While not required by the Fab Standard License, attribution is appreciated. Consider mentioning LLMAI plugin in your game's credits or documentation.
Planned features include: