Editor-only tooling for the Crimson suite — a one-click Save Game deleter and a 10-tool MCP suite that wires your project's source, plugins, and assets into AI-assisted workflows.

Free · Editor Tools · Unreal Engine 5

Hand your editor to your AI assistant — and clear save games in one click.

CrimsonEditorUtilities is an editor-only plugin with two jobs: a Delete Save Game toolbar button that wipes .sav files without leaving the editor, and 10 MCP tools that expose your source tree, plugin inventory, GameplayTags, and asset pipeline to AI-assisted workflows. Nothing here ships in your cooked build.

Video coming soon

Why CrimsonEditorUtilities

A focused editor toolkit: faster iteration during development, and a Model Context Protocol bridge that lets an AI assistant read, scaffold, and edit your project.

One-click Save Game deleter

A Delete Save Game combo-button sits in the Play toolbar. Open the dropdown to browse everything in Saved/SaveGames/ and delete individual .sav files or whole sub-directories — no file browser, no leaving the editor. It's auto-hidden during PIE so you can't corrupt a running session.

A 10-tool MCP suite

Ten tools exposed over the Model Context Protocol let an AI assistant work inside your project: read source, list plugins, audit dependencies, scaffold a new plugin, and find, inspect, create, and modify assets — plus browse GameplayTags.

Read source & list files

crimson.source.read_file returns any text file's contents — headers, Build.cs, .uplugin, INI configs — and crimson.source.list_files lists a directory with an extension filter and optional recursion, all from project-relative paths.

Scaffold plugins & audit deps

crimson.plugin.scaffold generates a complete Crimson plugin from template with every CLAUDE.md convention pre-applied, while crimson.plugin.validate_deps audits every Build.cs for cardinal-rule violations before they become circular-dependency linker errors.

Drive the asset pipeline

Four tools form a pipeline: find assets by UClass (Blueprint subclasses included), inspect every UPROPERTY on one, create a new DataAsset or Blueprint, then set a property by text value — saved automatically, written to the CDO for Blueprints.

Browse GameplayTags

crimson.tags.find returns every registered GameplayTag matching a prefix — case-insensitive and sorted — so you can confirm tag names without opening the Project Settings tag manager. Leave the prefix empty to list them all.

A closer look

The asset pipeline, end to end

The four asset tools chain naturally: crimson.assets.find queries the Asset Registry by class, crimson.assets.inspect dumps every UPROPERTY, crimson.assets.create picks the right factory (Blueprint for abstract/Blueprintable classes, DataAsset for concrete UDataAsset subclasses), and crimson.assets.set writes a property from a UE text value. The recommended habit: always inspect before you set so the names and value formats are correct.

Video coming soon

Scaffold a Crimson plugin the right way

crimson.plugin.scaffold writes a full plugin to Plugins/<PluginName>/.uplugin, Build.cs with NoPCHs and bUseUnity=false, a logging header, the module class, a README, and an optional Editor module — all following CLAUDE.md conventions and declaring CrimsonCommon. It doesn't touch your .uproject, so you add the plugin entry and regenerate. Pair it with crimson.plugin.validate_deps to keep the suite's Cardinal Rule intact.

Video coming soon

Clear saves without leaving the editor

The Save Game Deleter inserts a combo-button after the Play button whose dropdown mirrors Saved/SaveGames/ as a hierarchical menu. Delete a single .sav or an entire sub-directory in one click. It's gated by HasNoPlayWorld() so it disappears during PIE, and you can turn it off entirely with bEnableSaveGameDeleter under Project Settings → Crimson → Crimson Editor Utilities.

Video coming soon

Technical details

Engine
UE 5.8
Platforms
Windows, Mac, Linux
Blueprint-ready
No
C++ required
No
Network replicated
No
Dependencies
CrimsonCommon, CrimsonCommonEditor, ModelContextProtocol, UnrealEd, AssetRegistry, AssetTools, GameplayTags, ToolMenus
Last updated
June 2026

Frequently asked questions

Is it editor-only — does it ship in my game?
It's strictly editor-only (Type: Editor, LoadingPhase: PostEngineInit) and does not ship in cooked builds. The toolbar button and all MCP tools exist only inside the editor, so nothing here runs in your packaged game.
Do I need C++ to use it?
No. The Save Game deleter is a toolbar button you click, and the 10 MCP tools are invoked by your AI assistant over the Model Context Protocol. There's no Blueprint or C++ for you to write to use either feature.
Is it free?
Yes. CrimsonEditorUtilities is free — it's development-time tooling for the Crimson suite, not a runtime gameplay system.
What exactly are the 10 MCP tools?
Five cover source and plugins — read_file, list_files, plugin.list, plugin.validate_deps, and plugin.scaffold — and five cover content — assets.find, assets.inspect, assets.create, assets.set, and tags.find. Together they let an AI assistant read your project, scaffold plugins, and drive the asset pipeline.
Can the tools touch files outside my project?
No. Path arguments are resolved relative to FPaths::ProjectDir(); absolute paths are accepted only if they stay inside the project or engine directory trees, and any path that escapes both is rejected. The Save Game deleter is also disabled during a Play-In-Editor session to avoid corrupting live state.

Speed up iteration and hand your editor to your AI

CrimsonEditorUtilities is free and editor-only — enable it, clear saves from the toolbar, and let an AI assistant read, scaffold, and edit your project through the MCP suite.