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Automation Forge

Plugins / AutomationForge

4 plugins in this set.

Engine-only. No accounts, no models, no keys.

Pipelines you can leave running.

The umbrella the other sets plug into: wire any of them into one pipeline, leave it running for hours, and trust the result — it skips what is done, prices what is not, and stops where you would want to be asked.

What it does

01

Wire any Forge set into one pipeline — a definition anyone can write, no code involved

02

Leave it running for hours: stepped, resumable, and cached, so nothing is ever done twice

03

See what a run will cost before it spends a cent

04

Gate the decisions a machine should not make — the run holds and waits for you

05

Trace every generated asset: what made it, what it cost, and what depends on it

06

Hand the same pipeline to an agent, or run it headless in CI

07

Enter an API key once, for every set that needs it, straight into the OS credential vault

08

Start and stop a local model runner or a rented GPU, and see what it is costing

Seen, not described

PlaceholderVideo: AutomationForge, in the editor, start to finishAssets A2 and A3 — one video per set, plus stills or GIFs per headline capability.

What it is

The other sets generate. This one remembers, and runs. The ledger records every generated asset — what produced it, what it cost, what consumes it, and everything that has happened to it since. It exists before anything is generated, because provenance cannot be backfilled.

The executor runs pipeline definitions that are data rather than code, from the editor or headless from a commandlet. Runs are stepped, resumable, cached, costed before they commit, and gated wherever a person has to decide.

One rule makes it safe to leave running: the moment an asset is hand-authored it graduates, and the tooling never touches it again. A rerun cannot overwrite anyone’s polish. Permanently.

Editor and commandlet only. Nothing here ships inside your game.

The set also carries the editor half of the hub. The hub itself is a small Windows application that installs the sets, keeps them current and watches from the tray; the plugin is what lets the editor and the hub agree. It gives every installed plugin one Keys page — because a Runpod key or a Hugging Face token is an account a person has, not a thing one plugin owns, so it is entered once, kept in the operating system’s credential vault, and found by every set that needs it. That page also names what a key alone does not buy: some models must have their terms accepted or access requested, and a token without that grant installs perfectly and fails much later, somewhere unrelated.

And where a set runs a model on your own machine or on a GPU rented by the hour, both the hub and the editor can start it, stop it, and say what a rented one is costing right now — so nothing bills overnight because a window was closed. None of it is required: remove the hub plugin and every set keeps its own keys in Editor Preferences and works exactly as well alone. That is the rule the whole family is built on.

Measured on our own project

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steps re-executed on an unchanged project

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spent by a run with nothing new to do

Graduation

The part that makes generation professionally serious.

Once the game has been played enough to know which assets are keepers, the ledger drives the triage: keep what never needs replacing, fix what is nearly right, replace the heroes. The output is a production brief — for each asset, what it is for, what consumes it, the prompt and constraints that produced it, and a rendered reference of the thing itself.

That brief is what goes to the mocap house, the modeller, the casting director — a shot list derived from a game that has already been played, rather than a description of one that has not. And because runtime code is asset-agnostic, every replacement is a reference change: the ability that played the placeholder plays the mocap take, and nothing else moves.

One umbrella, three scales

The same spine, from one seat to a studio.

A solo developer

Installs it for the ledger and the cache: every generated asset accounted for, re-runs that cost nothing, and an agent that can drive the whole loop while the code gets written.

An indie team

Wires the sets into pipelines — the overnight voice pass, the quality gate on every clip — and gets provenance for free, because the ledger was already underneath.

A studio

Adds Automation Forge Pro, and the same ledger serves the twelve people who never open Unreal: takes reviewed in a browser, vendors delivering against briefs, everything synced in wired.

The line between free and Pro is one sentence: everything in the editor is free; everything in the browser is Pro. The ledger, the executor and the pipelines on this page never cost a seat.

What is in the set

4 plugins, and what each one is for.

Install what you need. A toolset can be deleted and the capability beside it behaves identically; a provider can be deleted and the core still loads, with one fewer option.

AutomationForge

Core

The ledger, the graduation rule, and the executor.

Free on Fab

AutomationForge Pipelines

Add-on

User-authored pipelines: a definition anyone can write, a graph editor for people, and the same definition exposed to an agent.

Free on Fab

AutomationForge Hub

Adapter

The bridge between the editor and the hub application on your machine. It puts every plugin’s API keys on one page under Automation Forge — a Runpod key or a Hugging Face token is an account a person has, not a thing one plugin owns, so it is entered once and every set that needs it finds it. It also tells you when an update is waiting. Remove it and nothing breaks: each plugin keeps its own keys in Editor Preferences and works alone.

Open source · Fab

GitHub

AutomationForge Toolset

Agent toolset

What the installed plugins can do, and what a pipeline may be built from. The node library is found, not listed.

Open source · Fab

GitHub

Asked first

What studios ask about AutomationForge.

What stops a pipeline overwriting work an animator already polished?

Graduation. The moment an asset is hand-edited it graduates: the ledger marks it authored, and every future run refuses to touch it. That refusal is permanent unless you explicitly revoke it.

Can it spend money without me noticing?

No. Metered steps are priced before the run commits, the total is shown up front, and a gate can hold any step you would rather approve yourself. A re-run over unchanged work costs nothing, because the cache knows what has already been made.

Do I need to write code to build a pipeline?

No. A pipeline definition is a data asset, built in a graph editor. The same definition is readable by an agent — so you can also describe the pipeline you want and let the agent assemble it.

What can a pipeline actually call?

Whatever is installed. The node library is discovered from the plugins you have, so a new Forge set — or your own tooling built to the same conventions — shows up as new steps without an update to this one.

Does any of this ship in my game?

No. The whole set is editor and commandlet tooling. Your shipped build contains ordinary Unreal assets and no trace of Automation Forge.