UEFN Transaction Manager is now available
We’ve just released UEFN Transaction Manager (UTM), a free Windows desktop tool for building and managing In-Island Transactions visually.
UTM is designed to make the transaction workflow easier to work with without hiding what’s actually being created. You can build and manage your catalog visually, generate the Verse needed for your project, validate configuration as you go, and still work with the resulting project directly inside UEFN.
What UTM can do
- Build durable and consumable entitlements
- Create entitlement offers and alternate offers
- Configure fixed and dynamic bundles
- Build storefronts
- Import artwork and create/use project Texture2D assets
- Configure V-Bucks pricing and transaction behavior
- Set age, country and platform restrictions
- Configure Paid Random Item disclosures
- Validate transaction configuration before publishing
- Generate managed Verse devices and transaction helpers
- Compile against the connected UEFN project
- Integrate with existing projects
- Optionally work with coding agents through UTM MCP + Unreal MCP
Built for both visual and agent-assisted workflows
UTM projects can be worked with directly through the visual editor, but the same project can also be exposed to coding agents through UTM’s MCP integration alongside Epic’s Unreal MCP.
That means you can build everything yourself, hand specific work to an agent, or move between the two without maintaining separate versions of the transaction setup.
Free, no account required
UTM is free for Windows, requires no account, and is source-available on GitHub.
Download / product page:
https://adeptinteractive.net/tools/uefn-transaction-manager
GitHub / source / documentation:
https://github.com/ADEPT-Interactive/UEFN-Transaction-Manager
We’d really like feedback from creators already working with In-Island Transactions, especially if you have workflows, edge cases, or transaction setups that UTM could handle better.
This originally began as a small internal tool and is the first public release, so there’s plenty more we want to build from here.

