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Engine capabilities

These are implemented integration paths, not connected-engine certification. An installed tool, valid project and any required license or account access remain necessary.

On a narrow screen, scroll the table horizontally to compare all three engines.

Capability Unreal Godot Unity
Open/adopt Existing .uproject Existing project.godot Existing Unity project/version file
Create Selected installed Blank Blueprint or C++ template Minimal project; renderer and optional empty scene Selected stable editor’s project creation
Local editor choice Installed binary or configured source engine Installed editor; .NET variant when needed Installed editor matching the project
Preparation/build Selected engine and project target Import/export using the actual preset Configured project build method
Requirements Selected engine, target and Windows toolchain Selected editor and operation Editor, modules and operation
Windows result context Editor result is distinct from a packaged game EXE and PCK unless embedded EXE, data folder and supporting files

The host shows only operations supplied by the selected integration. Godot and Unity do not inherit Unreal launch modes or MCP settings.

None keeps the project useful for writing, knowledge and work. You can attach an engine later.

A custom-command integration runs its explicitly configured executable operation. It is not a general asset API or a claim that GDE understands another engine’s editor state.

Available, Missing, Unknown and Unsupported refer to the requirement being inspected. They do not describe the health of the whole game. See Requirements for actions to take.

  • A successful process launch does not establish editor connectivity.
  • A configured MCP endpoint does not establish a verified engine/project connection.
  • A successful build does not establish gameplay or platform acceptance.
  • Changing an engine binding does not translate code or assets between engines.
  • The bundled example projects do not establish a connected build or play test.

Use the actual engine and platform testing required by your project. Runs and results keeps those observations associated with a specific attempt.