A free, open-source Unreal Engine 5 editor toolchain is available for developers working on data-heavy projects.
The core idea is simple:
change game content as plain JSON, and the editor-side pipeline carries the update end to end — it detects the changed data, regenerates typed DataAssets, and propagates the new definition into actors already placed in the editor scene, without a C++ recompile or manual asset rebuilding.
This makes content:
- text-based
- version-controlled
- diffable
- reviewable
- safer for scripts, CI, and AI agents to propose
The pipeline is split into four public plugins:
ProjectDefinitionGenerator (
Plugins/Editor/ProjectDefinitionGenerator) — watches JSON-backed definitions, validates changes, and regenerates typed DataAssets from source data.ProjectPlacementEditor (
Plugins/Editor/ProjectPlacementEditor) — creates configured actors from generated definitions, then reapplies or replaces placed actors when definitions change.ProjectAssetSync (
Plugins/Editor/ProjectAssetSync) — keeps JSON references correct when assets are renamed or moved, and fixes redirectors.ProjectEditorCore (
Plugins/Editor/ProjectEditorCore) — a small shared contract layer. The stages communicate through its events instead of hard-wiring the pipeline stage to stage, so they stay loosely coupled and each one is easy to read, fork, or extend.
Useful for Unreal automation, data-driven gameplay, CI content generation, and agent-assisted content authoring.
Want to test the public build, review the architecture, or contribute to ALIS?
Start here: https://github.com/fallintodusk/alis/discussions/1
Practical feedback is welcome: what should be clearer, more stable, more useful, or more convincing?
Source: github.com/fallintodusk/alis

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