Documentation

Allumi Marketing Engine

Allumi reads what changed in your Unreal project and turns it into evidence you can publish. It runs entirely on your machine, needs no account, and makes no network calls in its core workflow.

The loop is: grant permission once, get an automatic baseline, keep working, and Allumi tells you what actually changed with the exact package identities behind it.

What Allumi does

Allumi watches the structure of your project through the data the editor already keeps. It records a snapshot you approve, then tells you what moved since that snapshot, with the package identities that prove it. You decide what is worth sharing, and you take the evidence out of Unreal yourself.

It posts nothing anywhere. There is no account, no sign in, and no key to enter.

Requirements

ItemRequirement
EngineUnreal Engine 5.8
PlatformWindows 64 bit
ScopeEditor only. Nothing is added to a packaged game or to Play In Editor
AccountNone. There is no sign in, API key, or licence key
NetworkNone. The core workflow makes zero network calls
Other pluginsNone. Allumi depends on no other plugin

1. Install from the Epic Games Launcher

Allumi installs into an engine version, not into a project.

  1. Open the Epic Games Launcher.
  2. Go to Library.
  3. Find Allumi in your Fab Library.
  4. Select Install to Engine.
  5. Choose the engine version you want it installed into, then confirm.

The launcher places the plugin engine wide, under:

\Epic Games\<EngineVersion>\Engine\Plugins\Fab

It is available to every project that opens on that engine version. If you use several engine versions, install it to each one you want it in.

2. Enable it in your project

Allumi is not enabled by default. It sits engine wide, so enabling it automatically would put it into every project on that engine install, and the whole design of this plugin is that you decide what it may see. You opt in per project.

  1. Open your project.
  2. Go to Edit then Plugins.
  3. Search for Allumi.
  4. Tick Enabled on Allumi AI Marketing Plugin.
  5. Restart the editor when prompted.

If you ever want it gone from one project, untick the same box. Nothing is uninstalled and your saved evidence stays where it is.

3. The one time permission screen

The first time the editor starts with Allumi enabled, the panel opens on a setup screen headed Your project stays on this machine. It lists every category Allumi may read. Nothing is scanned until you approve.

On by default, five categories:

CategoryWhat Allumi reads
Project identity and engineProject name, a sanitized project ID, and the engine version
Enabled pluginsPlugin names and versions only
Project modulesModule names and declared types only
Asset Registry metadataPackage identity, asset name, class, and aggregate counts under /Game
Map package namesMap identities from Asset Registry metadata

Off until you turn them on, two categories under the advanced opt ins heading:

CategoryWhat Allumi reads
Source filenamesFile names only, after opt in. Source text is never read
Config filenamesFile names only, after opt in. Config values are never read

Three behavior settings on the same screen:

  • Scan automatically after project startup
  • Keep checking while the project stays open
  • Open dashboard when reviewable changes appear

Select Allow & Create Baseline when you are happy with the selection.

You can come back to all of this at any time from Review Scan Settings on the Scan stage, and save with Save Permissions & Scan Now. A category you switch off is excluded from the very next scan, including a scan already being waited on.

4. Your first baseline

Immediately after consent, Allumi creates its first approved baseline. That is a deterministic snapshot of the permitted metadata, written to:

<YourProject>\Saved\Allumi\MarketingSnapshots\

Nothing in your project changes. Scanning does not dirty a single content package, does not save an asset, and writes nothing into Content, Config, Source, Plugins, or your .uproject.

Reading is just as narrow, and this is the full list. The sanitized project ID is a SHA 256 hash of the full path of your .uproject file, so the hash is kept and the path itself is not. Module names and declared types come from the project descriptor the editor has already loaded. Plugin names and versions come from the editor plugin manager. Asset and map identities come from the Asset Registry. If you opt in to source or config filenames, Allumi lists the names under <YourProject>\Source and <YourProject>\Config and opens none of those files. The only files Allumi opens and reads are its own, under <YourProject>\Saved\Allumi\.

The panel shows four stages across the top: 1 Overview, 2 Scan, 3 Changes, 4 Export. After the first baseline you are on Overview, and the header reads Your approved baseline is up to date.

5. What a change looks like

Allumi looks for changes in two moments.

When you open the project. About a second and a half after the editor main frame appears, Allumi scans and compares against your approved baseline. If nothing changed it stays closed and does not interrupt you. If there is reviewable evidence, and you left Open dashboard when reviewable changes appear on, it opens straight to the Changes stage.

While you keep working. Allumi listens to the asset notifications the editor already broadcasts. It starts no thread of its own, opens no file handle, and polls no directory. Each notification restarts a quiet timer, so a save that touches forty assets produces one rescan rather than forty.

  • Quiet period: 12 seconds of no further change before the rescan runs.
  • Deferral cap: 120 seconds, so a long import still reports once while it is still running.
  • An editor nobody is touching schedules nothing and does no work.
  • Notifications raised while the Asset Registry does its first sweep are ignored, so opening a project is never treated as a session change.
  • Every rescan re reads your saved permissions first.
  • If the panel is already open it refreshes in place. Allumi opens the tab at most once per session, and only for evidence you have not seen.

Turn the whole live behavior off with Keep checking while the project stays open.

On the Changes stage you get suggestions headed Choose what is worth sharing. Every suggestion is derived from diff evidence and carries:

  • a factual title;
  • why the verified change may be worth sharing;
  • exact stable evidence references, such as maps.added:<package> or assets.added:<package>;
  • a confidence level;
  • a caveat separating what is proved from what is still unknown;
  • clean format options: devlog, YouTube proof segment, X progress post, Reddit technical breakdown, store update, and email.

They are suggestions. Allumi posts nothing anywhere.

The rules that produce them:

RuleThresholdConfidence
New map packageAt least oneHigh
Added assetsAt least one, capped to 20 references per suggestionHigh
Confident move or renameExactly one removed and one added record sharing asset name and classMedium
New top level content areaCount goes from zero to more than zeroMedium
Material category growthAt least 5 added assets and at least 20 percent over a nonzero baselineHigh
Technology surface changeAt least one enabled plugin or added project moduleHigh
Cleanup fallbackRemoved assets exist and no stronger positive milestone doesMedium

When you have reviewed the current state, Mark Current Snapshot Reviewed promotes it to your new approved baseline, so the next comparison starts from there.

You can also pick a different comparison point yourself: on the Scan stage, choose a snapshot and select Use as Baseline.

6. Export

The Export stage is headed Preview before anything leaves Unreal. It is the handoff seam: you take a redacted evidence pack out of Unreal and do what you like with it.

  1. Optionally fill in the clean profile fields: Creator voice, Audience, Offer, and Call to action. All four are optional and all four are text you type yourself.
  2. Select Preview Private Export and read exactly what would be written.
  3. Select Write JSON + Markdown.
  4. Select Open Export Folder to find the files.

They land at:

<YourProject>\Saved\Allumi\MarketingExports\

What the export contains: a sanitized project ID and engine version, bounded snapshot counts and a semantic hash, the diff evidence you selected, the milestones you selected, your optional profile fields, a visible list of what was redacted or omitted, and an instruction to keep unknown outcomes unknown.

What the export omits: your raw project name, drive layout, absolute paths, usernames, source and config contents, asset payloads, credentials and secret like values, and any telemetry or inferred result.

Export fails closed rather than carrying anything it is contractually forbidden to carry.

7. Where Allumi keeps things

Everything lives inside your own project, under Saved, which means it is already outside source control in a normal Unreal .gitignore.

PathWhat it is
<YourProject>\Saved\Allumi\settings.jsonYour permissions and behavior settings
<YourProject>\Saved\Allumi\MarketingSnapshots\Deterministic snapshots, JSON
<YourProject>\Saved\Allumi\MarketingExports\Exports, JSON and Markdown

Writes use a temporary sibling file followed by a replace. If a write fails, the temporary file is removed and the previous file is left untouched.

Two settings are editable in settings.json and take effect on the next load, with no rebuild:

  • in_session_quiet_seconds, default 12
  • in_session_maximum_deferral_seconds, default 120

Both are clamped to a sane range when loaded, so a typo cannot make Allumi rescan constantly.

8. What Allumi never touches

Whatever your settings say, these are excluded:

  • asset payloads and serialized .uasset contents;
  • Blueprint graph bodies, node data, default values, and bytecode;
  • source text;
  • config values, including DefaultEngine.ini values;
  • .env files;
  • credentials, private keys, tokens, passwords, and secret like filenames;
  • Saved logs and crash reports;
  • browser data and user profile directories;
  • any file outside the declared categories.

There is no hidden telemetry. The plugin links no HTTP, HTTPServer, socket, analytics, or telemetry module at all, so the core workflow could not phone home even if it wanted to.

The one outbound action in the whole plugin is the Allumi.com button in the panel header. Clicking it hands the single address https://allumi.com/start to your operating system browser. Allumi opens no connection of its own and sends nothing along with it, and the button sits outside the scan and export path entirely.

9. Known limitations

Read these before you rely on Allumi for anything.

  • Allumi identifies verified structural progress. It does not prove playability, completion, quality, intent, or any audience outcome. The evidence says a map exists, not that the map is good.
  • Detection depends on what the Asset Registry announces. Live session detection reacts to the editor's own Asset Registry notifications. A change Unreal does not announce, for example an edited file outside the registry's watch, waits until the next project start to be picked up.
  • Rename inference is deliberately restrained. It needs exactly one unambiguous added and removed pair sharing asset name and class. When matching is ambiguous, Allumi reports an add plus a remove rather than guessing a rename.
  • Material growth has a fixed threshold. At least five added assets and at least twenty percent growth over a nonzero category baseline. A category whose baseline is zero uses the new category and added asset rules instead.
  • There is no AI drafting in this version. Allumi writes no copy for you and there is no button that would. Every suggestion is assembled from your own diff evidence, and the export is the handoff to whatever tool you choose.
  • There is no account, auth, entitlement, AI generation, queue, calendar, scheduler, publisher, scraper, or analytics in this version.
  • Windows 64 bit and the supported engine version only. Other platforms and other engine versions are not supported until they get their own compile and test proof.

10. Troubleshooting

The Allumi tab is not anywhere.

Check the plugin is enabled: Edit, Plugins, search Allumi, confirm the tick, restart the editor. Then open it from Window, Developer Tools, Allumi Marketing Engine. You can also type AllumiMarketing.Open into the editor console.

The panel opens on the setup screen every time.

Consent has not been saved. Complete the screen and select Allow & Create Baseline. If it still returns, check that <YourProject>\Saved\Allumi\ is writable and not read only on disk.

Nothing is detected while I work.

Confirm Keep checking while the project stays open is on in your scan settings. Remember the quiet period: Allumi waits 12 seconds after the last change before it rescans. And a change the Asset Registry does not announce is only picked up at the next project start.

Allumi opened when I did not want it to.

Turn off Open dashboard when reviewable changes appear. Allumi will keep scanning and keep the evidence ready, and simply stop invoking its own tab.

I want scanning to stop entirely for a while.

Turn off Scan automatically after project startup and Keep checking while the project stays open. You can still scan on demand with Scan Now.

A category I switched off still appears in an old snapshot.

Old snapshots are historical files and are not rewritten. The change applies from the next scan onward. Delete old snapshot files yourself if you want them gone.

11. Turning Allumi off, and removing it

Per project: Edit, Plugins, untick Enabled, restart. Your snapshots and exports under Saved\Allumi stay exactly where they are.

Per engine: uninstall it from the Epic Games Launcher, in the same place you installed it from. This removes it from \Epic Games\<EngineVersion>\Engine\Plugins\Fab. Your project side data under Saved\Allumi is untouched, because Allumi never had anything outside your project.

12. Support

Questions, problems, and bug reports go to cole@allumi.com.

This page is the documentation for the plugin as it ships. It is free to read, needs no login, and is written in English.