Connect Studio to Unreal
Link your project, connect the Editor, and understand connection messages.
Connect an open Editor
- Open the Unreal project with CalmUI enabled.
- Choose Tools → CalmUI Studio.
- On Welcome, click Connect running Editor and select the project.
- Wait for Connected.
Studio opens the project's CalmUI folder. If that folder needs an initial project, Studio prepares it. With a CalmUI project already open, use Unreal → Connection → Connect.
Link a project before opening Unreal
- Open or create the CalmUI project in Studio.
- Close Unreal if you need to install or replace its plugin.
- Open Unreal → Connection → Install or Update Plugin.
- Select the game's
.uprojectand wait for the result. - Open Unreal, restart if requested, and connect.
Linking remembers which game project to use. Connected means that running Editor has answered and its project information matches. A remembered path alone is not a live connection.
Read the connection result
| Status | What to do |
|---|---|
| Connected | Continue editing or open a View in Play. |
| Plugin not installed / Plugin disabled | Install or enable CalmUI in the selected Unreal project. |
| Looking for Unreal Editor | Open the linked Editor and wait for detection. |
| Workspace mismatch | Compare the Studio and Unreal paths shown in Connection; relink the intended folder. |
| Restart required | Restart Unreal so it uses the updated configuration. |
| Handshake rejected | Read the rejection message; correct the reported connection or authentication problem. |
| Protocol mismatch | Update Studio and the plugin together. |
| Connection lost / UE unavailable | Check that Unreal is still open; Studio retries when it returns. |
| Waiting for runtime view | The Editor is connected, but you still need to open a CalmUI screen in Play. |
| Missing on a package | Unreal answered, but that package has not been imported yet; build and synchronize it. |

Unreal → Connection shows the current status alongside the linked project and plugin, with Install or Update Plugin, Connect, and Diagnose actions. Run Diagnose when a connection will not complete: it checks versions, the WASM fingerprint, the debug Vite server, the MSVC toolset, the dev-server manifest, plugin drift, free disk space, and the current input mode, and lists each check's result so you know exactly which one to fix.
If connecting stalls
Selecting an Editor with an expired session starts its connection service again. Studio waits for the Editor to reconnect before reporting success. You can Cancel while it is waiting, then refresh the list and retry after an error.
Service startup has a 60-second limit. After startup, Studio waits up to 20 seconds for that Editor to reconnect; discovery and project-information requests also have time limits. A timeout ends with an error rather than waiting forever.
Repeated clicks do not start extra services. Cancel stops waiting, but does not undo a project folder already created or stop a service already started. A late response does not mark a cancelled attempt as Connected. Version, authentication, and folder mismatches must be corrected before retrying.
A temporary disconnect keeps your open project and last working Preview. Studio reuses a recovered connection and keeps other projects' connections separate.
Find packages and running Views
In Unreal, choose Packages, Runtime Views, or Action Log to inspect that part of the connection. Use Show your first screen to create a running View and Button actions to connect its gameplay response.