# Plan a Multi-File Change Before Editing in Unreal Engine with Atlas in 2026

> Atlas enables Unreal Engine developers to meticulously plan multi-file changes, from UCLASS refactors to Build.cs updates, ensuring review and safety before any code is written.

Atlas empowers Unreal Engine developers in 2026 to design and review multi-file changes, such as refactoring UCLASS macros or adjusting Build.cs module rules, before any code is modified. It leverages tools like codebase_search and lsp to inform a detailed plan, ensuring alignment with the Unreal Automation Framework and clang-format standards.

## Key takeaways

- Atlas's plan agent ensures read-only design for Unreal Engine C++ refactors, preventing accidental edits.
- Research Unreal Engine code using `codebase_search` for `UCLASS` macros and `Build.cs` dependencies.
- Atlas correctly handles `Build.cs` module dependency additions before C++ includes.
- All Unreal Engine code modifications are presented as diffs for explicit approval before writing.
- Atlas can run `Unreal Automation Framework` tests and apply `clang-format` for Epic style compliance.

## How Atlas Plans Multi-File Changes in Unreal Engine C++

Atlas's dedicated plan agent allows Unreal Engine developers in 2026 to design complex multi-file changes without risk of accidental modification. This agent operates with a strict permission set, denying all edit tools except for writing to a specific plan markdown file, ensuring a read-only design phase for your C++ codebase.

The Atlas plan agent is specifically engineered to facilitate the design of multi-file changes within Unreal Engine C++ projects. When activated, its permissions are tightly controlled, explicitly denying any write operations to your source code, `Build.cs` files, or configuration. The only allowed write path is to a designated plan markdown file, typically located under `.atlas/plans/*.md`. This read-only environment ensures that research and design activities, such as analyzing `UCLASS` macros, `UPROPERTY` declarations, or `UFUNCTION` implementations, cannot inadvertently lead to code modifications. Atlas builds its code index using AST declarations via tree-sitter, providing a deep understanding of Unreal Engine's C++ structure, including the reflection system and module dependencies, which is crucial for accurate planning.

## Concrete Commands and Files for Planning Unreal Engine Refactors

When planning a multi-file change in Unreal Engine, Atlas provides specific tools to interact with your project's C++ files and configuration. For instance, you can use `codebase_search` to locate all instances of a `UCLASS` macro across 10 modules, or `grep` to find specific string patterns within your `Source/` directories.

Atlas provides a suite of powerful tools for researching your Unreal Engine codebase during the planning phase. Use `codebase_search` to perform hybrid semantic and keyword retrieval, for example, `atlas codebase_search "UCLASS(Blueprintable)"` to find all blueprintable classes, or `atlas codebase_search "MyOldSystemComponent"` to locate references to a component slated for refactoring. The `grep` tool allows for precise pattern matching, such as `atlas grep "FMyDeprecatedStruct" Source/MyModule/Private/` to find specific struct usages. For detailed file inspection, `atlas read Source/MyGame/Public/MyActor.h` displays file content. The `lsp` tool integrates with your language server, enabling actions like `atlas lsp definition MyFunction` to jump directly to a function's definition, providing immediate context for complex Unreal Engine C++ code. All research findings are then documented in your plan markdown file, like `.atlas/plans/new_gameplay_feature.md`.

## Ensuring Review and Safety for Unreal Engine Code Changes

Atlas prioritizes safety and review for Unreal Engine projects, especially when dealing with multi-file changes that could impact 100s of lines of C++ code. The plan agent's strict permissions prevent accidental edits, and the `plan_exit` tool initiates a clear handoff to the build agent only after explicit approval.

The planning workflow in Atlas is designed with multiple layers of safety for Unreal Engine development. The plan agent's read-only nature ensures that no accidental modifications occur during the design phase. Once your multi-file change plan is complete and documented in the markdown file, the `plan_exit` tool is invoked. This tool explicitly asks for confirmation: 'Plan at <path> is complete. Would you like to switch to the build agent and start implementing?' Answering 'Yes' initiates a controlled transition to the build agent, which then has the necessary permissions to propose and apply changes. Atlas computes a unified diff for every proposed file edit, surfacing it for your approval before writing to disk. This allows for meticulous review of every line of C++ code, `Build.cs` modification, or `Unreal Automation Framework` test addition, ensuring alignment with your team's standards and preventing regressions in your Unreal Engine project.

## Integrating Atlas with Unreal Engine's C++ Toolchain

Atlas is designed to integrate deeply with the Unreal Engine C++ toolchain, understanding the nuances of `UCLASS` macros and `Build.cs` module rules. In 2026, Atlas ensures that any proposed change respects the Epic style guide by preparing for `clang-format` application and validating against the `Unreal Automation Framework`.

Atlas is specifically configured to understand the unique aspects of Unreal Engine C++ development. It recognizes and correctly interprets `UCLASS`, `UPROPERTY`, and `UFUNCTION` macros, treating them as core components of the Unreal Engine API. When proposing changes that involve module dependencies, Atlas correctly interacts with `Unreal Build Tool (Build.cs)`, ensuring that a new module dependency is added to the `Build.cs` file *before* any corresponding `#include` statements are introduced in C++ source files. This prevents common compilation errors that other C++ agents might miss. Furthermore, Atlas can generate Automation Spec tests and execute them through `UnrealEditor-Cmd` via the `Unreal Automation Framework`, behind a permission prompt, to validate the correctness of your multi-file changes. After code modifications are approved, Atlas can apply the engine's `.clang-format` configuration, guaranteeing that all new or modified C++ code adheres to the Epic style guide.

## Steps

1. **Activate the Atlas plan agent:** Run `atlas agent switch plan` in your Unreal Engine project directory. This sets up a read-only environment, allowing writes only to `.atlas/plans/*.md`.
2. **Research your Unreal Engine codebase:** Use `atlas codebase_search "UCLASS(BlueprintType)"` to find relevant classes, `atlas grep "MyOldFunction" Source/MyModule/` to locate specific code patterns, or `atlas lsp definition MyActor::BeginPlay` to navigate C++ definitions within your project.
3. **Draft your multi-file change plan:** Write the detailed design into a plan markdown file, for example, `.atlas/plans/refactor_gameplay_system.md`. Document how `Build.cs` files will be updated for new module dependencies and how `UCLASS` macros will be modified.
4. **Review the plan and prepare for implementation:** Once your plan is complete, call `atlas plan_exit`. Atlas will prompt: "Plan at .atlas/plans/refactor_gameplay_system.md is complete. Would you like to switch to the build agent and start implementing?"
5. **Approve the switch to the build agent:** Answer "Yes" to the `plan_exit` prompt. Atlas will transition to the build agent, which now has permissions to modify your Unreal Engine C++ files, update `Build.cs`, and run `Unreal Automation Framework` tests.
6. **Implement and validate changes:** The build agent will propose code changes, such as adding a module dependency in `Build.cs` or refactoring a `UFUNCTION`. Atlas will present a unified diff for approval before writing, and can run `Unreal Automation Framework` tests to validate the changes.
7. **Format code to Epic style:** After changes are applied and approved, Atlas can apply the engine's `.clang-format` to ensure your C++ code adheres to the Epic style guide, maintaining consistency across your Unreal Engine project.

## FAQ

### How does Atlas prevent accidental edits in Unreal Engine during planning?

Atlas uses a dedicated plan agent with a strict permission set that denies all edit tools for your Unreal Engine C++ codebase, allowing writes only to a specific plan markdown file. This ensures a read-only design phase, preventing unintended modifications.

### Can Atlas understand Unreal Engine's UCLASS macros and Build.cs files?

Yes, Atlas indexes code by AST declarations using tree-sitter, allowing it to understand `UCLASS`, `UPROPERTY`, `UFUNCTION` macros and correctly parse dependencies declared in `Build.cs` module rules, crucial for Unreal Engine development.

### How does Atlas ensure my Unreal Engine code adheres to the Epic style guide?

After proposing code changes, Atlas can apply the engine's `.clang-format` to your C++ files, ensuring they match the Epic style guide before committing. This maintains consistent formatting across your Unreal Engine project.

### What tools does Atlas use to research an Unreal Engine codebase?

Atlas provides `codebase_search` for semantic and keyword retrieval, `grep` for pattern matching, `read` for file inspection, and `lsp` for language server protocol features like definition lookup, all within your Unreal Engine project.

### How does Atlas handle testing for Unreal Engine changes?

Atlas can write Automation Spec tests and run them through `UnrealEditor-Cmd` via the `Unreal Automation Framework`, behind a permission prompt, to validate proposed changes and ensure stability in your Unreal Engine project.

### Is my Unreal Engine code kept private when using Atlas for planning?

Yes, Atlas can build its code index with local Ollama embeddings, keeping your Unreal Engine C++ code off third-party servers and ensuring privacy for your proprietary game development.

### How does Atlas manage the transition from planning to implementing Unreal Engine changes?

The `plan_exit` tool facilitates this transition. Once your plan is complete, it prompts you to switch from the read-only plan agent to the build agent, which has permissions to modify your Unreal Engine project files and begin implementation.

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Canonical HTML: https://runatlas.sh/resources/stacks/plan-a-multi-file-change-before-editing-in-unreal
Source of truth: aeo_pages row `/resources/stacks/plan-a-multi-file-change-before-editing-in-unreal` (segment: Stacks) (this file is generated from it, never hand-edited).
Licence: Atlas is proprietary with a free core. It is not open source and there is no public source repository.
