General
What is StraySpark?+
StraySpark is a game studio and professional game development tool developer. We create production-ready plugins, tools, and addons — including the Procedural Placement Tool, Cinematic Spline Tool, Blueprint Template Library, UltraWire, DetailForge, Unreal MCP Server, Blender MCP Server, Godot MCP Server, AI Material Generator, Procedural Damage & Wear System, and One-Click PBR Bake & Export — used by hundreds of game developers worldwide. We support multiple engines including Unreal Engine, Blender, and Godot.
Which engines and versions do you support?+
Our Unreal Engine products support UE 5.7, and our Blender products support Blender 4.2+ (AI Material Generator, Procedural Damage & Wear System, One-Click PBR Bake & Export) or Blender 5.0+ (Blender MCP Server). We update our products to support the latest stable releases as soon as possible after each official launch. Preview and beta builds are not officially supported.
Do I get the full source code?+
Yes. Every product ships with full source code — C++ for Unreal Engine products and Python for all Blender addons (MCP Server, AI Material Generator, Procedural Damage & Wear, One-Click PBR Bake). No precompiled binaries, no black boxes. You can read, modify, and extend every line of code to fit your project needs.
Licensing
How does licensing work?+
We offer two license tiers: Personal and Professional. The Personal license is for individual creators or small teams with less than $100k in annual revenue or funding. The Professional license is for studios or entities exceeding that threshold. Both are perpetual, non-exclusive, and non-transferable — no royalties, no subscriptions, and no per-project fees.
What is the difference between Personal and Professional?+
Both license tiers grant the same product features, full C++ source code access, and lifetime updates. The Personal license is for individuals or small teams with under $100k in annual revenue or funding. The Professional license is required for studios or entities exceeding that threshold. Both are perpetual with no usage restrictions.
Can I use your tools in commercial games?+
Absolutely. You can use our tools in any commercial game, application, or project. Games and applications you ship are entirely yours — we claim no ownership or royalties over your work.
Can I share my license key with my team?+
Each license key is tied to one individual or one company. If your studio needs multiple seats, each developer needs their own license. For team or studio pricing inquiries, contact us at contact@strayspark.studio.
What is your refund policy?+
Because our products include full source code that cannot be "returned," we handle refunds case-by-case. If a product doesn't work as described and we can't resolve the issue, we'll issue a full refund within 14 days of purchase. Contact contact@strayspark.studio with your order details.
Do updates cost extra?+
No. All products include free lifetime updates. When we release a new version — bug fixes, new features, engine version support — it's available for download in your account dashboard at no additional cost.
MCP Server
What is the Unreal MCP Server?+
The Unreal MCP Server is a plugin that connects your Unreal Editor to AI assistants (like Claude Code, Cursor, or Windsurf) via the open Model Context Protocol. It gives the AI 305 editor tools across 42+ categories — so you can tell the AI to spawn actors, set up materials, build Blueprints, generate 3D models, or create Niagara systems using natural language.
Which AI clients work with the MCP Server?+
Any MCP-compatible client works. We recommend Claude Code for the best experience. Cursor, Windsurf, and other clients with MCP support also work out of the box. The server uses streamable HTTP transport with backward-compatible SSE, so there's no vendor lock-in.
Does the MCP Server send my project data to StraySpark?+
No. All communication happens directly between your local Unreal Editor and your chosen AI client. StraySpark never receives, logs, or has access to any data transmitted between your editor and the AI. The server runs entirely on your machine.
Can I undo AI-generated changes?+
Yes — every mutating tool is wrapped in a standard Unreal Editor transaction. Press Ctrl+Z to undo any AI action, just like any other editor operation. AI-generated changes are first-class editor operations.
What are tool presets?+
Tool presets let you control how many tools the AI has access to: Full (305 tools), Scene Building (170), Gameplay (190), Minimal (28), or Custom. Fewer tools means lower AI context costs and more focused capabilities. Switch presets with one click from the editor toolbar.
What is the Blender MCP Server?+
The Blender MCP Server is an addon that connects Blender to AI assistants (like Claude Code, Cursor, or Windsurf) via the open Model Context Protocol. It gives the AI 212 tools across 22 categories — from object manipulation and mesh editing to materials, animation, rigging, sculpting, UV mapping, and rendering using natural language.
Does the Blender MCP Server work with the same AI clients?+
Yes. The Blender MCP Server uses the same MCP protocol as the Unreal MCP Server and works with any MCP-compatible client including Claude Code, Cursor, Windsurf, and others. It uses streamable HTTP transport with backward-compatible SSE.
Products
What can the Procedural Placement Tool do?+
It's a rule-based scatter system that lets you populate entire worlds with vegetation, rocks, and props. Features include multi-layer scatter, biome zones, 4 density modes (uniform, Perlin noise, radial falloff, texture mask), spline scatter, exclusion zones, and cluster grouping — all rendered efficiently through HISM instancing. It can place 100K+ instances per second.
What does the Cinematic Spline Tool include?+
A professional spline-based camera system with 17 real-world filmback presets (ARRI, RED, Sony, Canon, Blackmagic, iPhone, IMAX), true Hitchcock dolly zoom, Perlin noise camera shake, collision avoidance, crane/jib arm simulation, and group framing. Create Hollywood-quality camera work without touching Sequencer.
What gameplay systems does the Blueprint Template Library include?+
15 complete systems: Health & Combat, Inventory & Crafting, Branching Dialogue, Quest & Objectives, Abilities & Buffs, Stats & Attributes, Interaction, Save/Load, Progression & XP, Factions & Reputation, Status Effects, Loot Tables, Skill Trees, Party/Team, and Animation Integration. All 100% Blueprint-accessible with 135+ source files across 4 modules, full multiplayer replication, 13 AI behavior tree nodes, and zero external dependencies.
What is UltraWire?+
UltraWire is an all-in-one graph editor visual overhaul plugin for Unreal Engine 5. It replaces default Bezier wires with 4 routing styles (Manhattan 90°, Subway 45°, Freeform custom angle, or Default), adds smart A* pathfinding around nodes, wire effects (glow, bubbles, crossings, labels), node theming, a graph minimap, and real-time execution heatmaps. It supports 12+ graph types, ships with 5 presets, and enables team collaboration via shareable .ultrawire preset files.
Does UltraWire affect my game's runtime performance?+
No. UltraWire is entirely editor-only — all 6 modules are excluded from shipping builds. It modifies only how graph editors look in the Unreal Editor. No game code, no runtime overhead, and no engine source files are modified. All Slate style changes are fully reversible when the plugin is disabled.
Do I need an API key for the AI Material Generator?+
Not necessarily. The AI Material Generator supports three LLM providers: Ollama (free, runs locally on your machine — no API key or internet required), OpenAI GPT-4o, and Anthropic Claude. The 50+ built-in material presets also work without any LLM connection. You only need an API key if you choose to use OpenAI or Anthropic as your provider.
Does the Procedural Damage & Wear System require UVs?+
No. The wear detection is entirely geometry-based — it analyzes curvature, normals, and cavity information from your mesh. No UVs are needed for the procedural effects themselves. UVs are only required if you want to bake the vertex color attributes to texture maps for game engine export.
What is One-Click PBR Bake & Export?+
It's a Blender addon that bakes all PBR texture maps from your Principled BSDF materials with a single button press. It intelligently isolates each channel (Base Color, Roughness, Metallic, Normal, AO, Emission, Alpha, Displacement, Curvature, Thickness, World Normal), bakes them via Cycles, and saves properly named textures. Includes ORM packing, custom channel packing, batch baking, and engine presets for UE5, Unity, Web, and Film workflows.
Technical
How do I access the documentation?+
Product documentation is protected and requires a valid license key to access. After purchasing, go to the Docs section and enter your license key when prompted. Your key can be found in your account dashboard under License Keys. Once unlocked, access is remembered for 30 days. Alternatively, if you're logged into your account with an active license, documentation is automatically unlocked.
How do I install the plugins and addons?+
For Unreal Engine products, download the plugin from your account dashboard, extract it to your project's Plugins folder, and enable it from the Plugin Manager. For Blender addons (MCP Server, AI Material Generator, Procedural Damage & Wear, One-Click PBR Bake), install via Edit > Preferences > Add-ons > Install from Disk and select the downloaded zip file. Each product includes detailed installation instructions in the documentation.
Do your plugins and addons affect build times or runtime performance?+
Our products are built with performance as a priority. The Procedural Placement Tool uses HISM instancing and spatial hashing. The Cinematic Spline Tool has zero CPU cost when idle. The Blueprint Template Library uses efficient GameplayTag-based systems. The Unreal MCP Server only runs in the editor — zero runtime overhead. The Blender MCP Server runs as a background service with minimal resource usage.