A lightweight Unreal Engine plugin that seamlessly integrates the Antigravity Editor (a VSCode-based custom editor) as a Source Code Editor within Unreal Engine.
This plugin leverages Unreal Engine's ISourceCodeAccessor interface to ensure that clicking on C++ classes, blueprint nodes, or compilation errors inside the Unreal Editor instantly opens the correct file and line number inside your Antigravity Editor workspace.
- Instant Code Navigation: Double-click C++ classes or functions in Unreal Engine to jump directly to them in Antigravity.
- Automatic Workspace Sync: Bridges Unreal Engine's project structure with Antigravity’s layout.
- Streamlined Workflow: Tailored specifically for developers utilizing the Antigravity ecosystem instead of stock VSCode or heavy Visual Studio installations.
You can install this plugin either locally to a specific project
- Navigate to your Unreal Engine project's root directory (where your
.uprojectfile is located). - Look for a folder named
Plugins. If it does not exist, create a new folder and name it exactlyPlugins. - Clone or extract this repository directly into that folder. Your path layout should look like this:
YourProject/
├── Config/
├── Content/
├── Source/
├── Plugins/
│ └── AntigravitySourceCodeAccess/ <-- Plugin files go here
└── YourProject.uproject
Once the plugin is in the correct directory, you need to recompile your project, and then enable it inside your project settings.
- Launch your Unreal Engine project.
- From the top menu, go to Edit > Plugins.
- In the search bar, type Antigravity.
- Check the Enabled box next to the Antigravity Source Accessor plugin
- Restart the Unreal Editor if prompted.
- Go to Edit > Editor Preferences.
- On the left sidebar, navigate to the General section and select Source Code.
- In the Source Code Editor dropdown menu, select Antigravity.
Note: If Antigravity does not appear in the dropdown menu right away, verify that your Antigravity executable path is correctly set up in your system's Environment Variables (
PATH), or specify the absolute path inside the plugin's configuration settings if prompted.
Because the Antigravity Editor is built on top of a VSCode-based core architecture, it relies on standard .code-workspace files to map out your Unreal project. If Unreal Engine falls back to generating Visual Studio (.sln) files by default, you can force it to generate a VSCode workspace using any of the three following methods:
- Go to Edit > Editor Preferences > Source Code and temporarily set your editor to Visual Studio Code.
- Close the editor, right-click your
.uprojectfile, and select Generate Project Files. - Once the
.code-workspacefile is generated in your root directory, reopen the project and switch your Source Code Editor preference back to Antigravity Editor.
You can force the Unreal Build Tool (UBT) to always output VSCode files for this specific project by placing a configuration file inside your project's Saved directory:
- Navigate to your project's
Savedfolder. - Create a folder named
UnrealBuildTool(if it doesn't exist). - Copy the file named
BuildConfiguration.xmlfrom repo inside it
Manually create BuildConfiguration.xml
You can create the file manually and paste the following configuration:<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
<ProjectFileGenerator>
<Format>VisualStudioCode</Format>
</ProjectFileGenerator>
</Configuration>
Alternatively, you can bypass the editor completely and force-generate the files via a command-line script. Copy GenerateVSCodeProjectfiles.bat in your project's root folder and drag&drop your .uproject file on it.
- Windows
Enjoy!
