Automation Forge
A family of Unreal Engine plugins that turn generated content into content the game can use.
Automation Forge is a family of Unreal Engine 5.8 editor plugins. Each one takes a kind of content that is now cheap to generate — a motion clip, a voice take, a face solve, a mesh, a performance — and does the unglamorous work that makes it playable: the retarget, the slot, the notify, the binding, the provenance record, and the rule that stops automation overwriting work a human has since touched.
| Plugin | Role | Licence | Version |
|---|---|---|---|
| AutomationForge | coreThe subsystem. Install this one. | Free | 0.1.1 |
| AutomationForgeHub source | hub | Open | 0.2.4 |
| AutomationForgePipelines | addonOptional capability on top of the core. | Free | 0.1.1 |
| AutomationForgeToolset source | toolsetThe same subsystem as typed MCP tools, for an agent. Adds nothing of its own. | Open | 0.1.1 |
The unit is a set, not a plugin
Nobody installs MotionForgeKimodo on its own. They install motion
generation, which happens to be a core plugin, a provider, a quality add-on
and three toolsets. The set is what you choose; the members are how it is
packaged, and they only start to matter once you are already interested.
Every core plugin ships a matching toolset — the same subsystem exposed as typed Model Context Protocol tools, adding nothing of its own. That is not a footnote. It is how a person and an agent end up doing the same work through the same rules, with the same cost gates and the same refusals. See humans and agents.
The sets
MotionForge
Generate character motion, judge it, retarget it onto your skeleton, and keep the root motion honest.
MeshForge
Generate meshes from text or images, import them properly, and fit garments to a character.
SpeechForge
Cast speakers, generate dialogue takes, localise them, and keep a line's identity across languages.
FaceForge
Solve faces from audio onto MetaHuman and non-MetaHuman characters, and correct the result.
PerformanceForge
Capture performance as sessions and takes, and turn a recording into engine-ready animation.
MontageForge
Build montages from a recipe — slots, notifies, blends — rather than by hand.
SurfaceForge
Generate and age materials. The newest set, and the least proven.
The spine
AutomationForge itself is not a content generator. It is the part every
other set plugs into:
- A pipeline executor — wire the sets that declare nodes into one definition, and leave a run going for hours. Stepped, resumable and cached, so nothing generates twice.
- A ledger — every generated asset knows what made it, what it cost, and what depends on it, recorded from before the asset exists.
- A cost gate — price a run before it spends anything, and stop where a machine should not decide alone.
- Graduation — the moment an asset is hand-authored, the tooling stops touching it. A force-regenerate is not a licence to destroy authored work.
- One keys page — a provider account is entered once, into the operating system's credential vault, and every set that needs it finds it.
All editor-side. Nothing from Automation Forge ships inside your packaged game.
Nothing installs without an account. Free plugins are added with one click; paid ones are bought once. That is a deliberate design, not a licensing afterthought — see accounts.
Where to go next
Getting started
Hub installed, account signed in, a set running in your project.
Concepts
Definitions, runners, provenance and graduation — the five ideas every set shares.
Open, free and paid
Which plugins are open source, which are free but closed, and which are paid.