Blueprints
import { Aside } from ‘@astrojs/starlight/components’;
Blueprints are the most common asset type BlueprintAI works with. You can create Blueprint classes, add components and variables, wire event graphs, call functions, and compile — all through your AI assistant.
Creating a Blueprint
Section titled “Creating a Blueprint”Ask your AI to create a Blueprint and it will call create_blueprint:
Create a Blueprint Actor called BP_Enemy in /Game/Characters/Enemies
The parent class defaults to Actor. You can specify any engine or project class:
Create a Blueprint that extends GameMode, name it BPGM_Main, put it in /Game/Online
Variables
Section titled “Variables”Add a float variable called Health with a default value of 100 to BP_Enemy
Add a replicated boolean variable called IsDead to BP_Enemy
Variables support all Blueprint types: bool, int, float, string, name, vector, rotator, transform, object, and custom struct/enum types.
Components
Section titled “Components”Add a CapsuleComponent as the root and a SkeletalMeshComponent as a child to BP_Enemy
Components are added in the Construction Script automatically. You can specify the attachment hierarchy:
Add a PointLightComponent called PickupLight, attach it to the StaticMesh socket named LightSocket
Event graphs
Section titled “Event graphs”In BP_Enemy’s event graph, on Event BeginPlay, call PrintString with the message “Enemy spawned”
Wire up a custom event called OnDamageTaken that takes a float parameter called DamageAmount
BlueprintAI resolves node class names against the live Blueprint action database — you can refer to nodes by display name, class name, or keyword.
Functions and macros
Section titled “Functions and macros”Add a pure function called GetHealthPercent that returns Health divided by MaxHealth
Add a macro called SafeDivide that takes two floats and returns zero if the divisor is zero
Compiling and saving
Section titled “Compiling and saving”BlueprintAI compiles and saves every asset after modification. If compilation fails, the error message is returned to the AI so it can correct the operation.
Example: full Blueprint setup
Section titled “Example: full Blueprint setup”Create BP_Pickup as an Actor in /Game/Pickups. Add a StaticMeshComponent as root and a SphereComponent for overlap detection. Add a float variable called Value (default 10). On BeginPlay print “Pickup ready”. On the sphere’s OnComponentBeginOverlap event, call a custom function called Collect.
The AI generates a complete operations plan covering asset creation, component hierarchy, variables, event nodes, and function stubs — and executes it in one pass.