About

GreyFox Studio

Unreal Engine tools built from problems encountered in real production workflows — not from a feature list.

How we work

GreyFox Studio develops Unreal Engine tools that come out of actual production needs. Each plugin starts as a problem that blocked real work: an editor step that was too slow to repeat across a prop library, a runtime system that had to stay bounded in a busy scene, an integration point that had to survive contact with an existing combat framework.

That origin shapes the engineering rules the tools follow. Source assets are never mutated in place. Generated assets carry an ownership record. Runtime systems declare their budgets. Integration happens through plain data payloads, so no gameplay framework is imposed on the project using the tool.

Coalborn

Coalborn is GreyFox Studio's internal game development project — a souls-like built in Unreal Engine. It exists as a product in its own right, and it doubles as the test bed where our tools meet a real content pipeline, a real combat system and a real frame budget before they are published.

Coalborn is not a dependency. Plugins published by GreyFox Studio contain no reference to Coalborn code, assets or configuration, and they work in any Unreal Engine project that meets their stated requirements.

Documentation policy

Documentation on this site is written against the shipped plugin source. Class, structure, property and enumeration names match the headers exactly. Capabilities that are not implemented or not yet validated are listed as limitations rather than described as features. When the code changes, the documentation follows the code.

Contact

Technical questions, bug reports and documentation corrections: support@greyfoxstudio.ca.

Type to search titles, sections and keywords.