01
Start state
Each task begins from a buildable Unreal project, no scaffolding to invent.
Benchmark 01
GameEngineBench evaluates whether frontier coding agents can make scoped C++ changes that compile and behave correctly inside real, running Unreal Engine 5 projects.
Leaderboard
Charts styled after public long-horizon agent leaderboards like DeepSWE, interactive pass@1 vs effort, then a ranked bar table.
01 · What it measures
Correctness in Unreal depends on the engine, not just the diff. A patch can compile, look plausible, and still fail because it misses replicated state, mishandles an actor lifecycle transition, or breaks a gameplay ability system it never touched directly.
Each task gives the agent a buildable start state, a behavior specification, and a scoped set of editable files, then programmatic tests and judge auditing check whether the resulting behavior is actually correct at runtime.
03 · Key takeaways
04 · Where agents struggle
05 · Dataset & task design
06 · Methodology
01
Each task begins from a buildable Unreal project, no scaffolding to invent.
02
The agent edits a constrained set of native C++ files against a behavior spec.
03
Tests run programmatically against the real Unreal build and runtime after the agent finishes.
04
LLM-as-judge checks requested behavior, not a match to a reference diff.
07 · Failure analysis
Task 01, Unsolved by all
Requires AI control, round-state updates, server-authoritative damage, and replicated feedback to all agree, models solve pieces but rarely the whole coordination.
Task 19, Unsolved by all
Procedural generation, actor pooling, and readiness signaling, failures are almost always ordering and lifecycle bugs, not generation logic itself.
Tasks 76–80, SPUD persistence
Plausible serialization code that still loses actor identity or state across streaming levels and engine-managed teardown boundaries.