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Blueprints

Blueprint classes are Blueprint AI’s core domain. Through Claude, create classes, add components and variables, wire event graphs, call functions, and compile — every step validated by the engine before it runs.

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

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.

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

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

Blueprint AI resolves node class names against the live Blueprint action database — you can refer to nodes by display name, class name, or keyword.

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

Blueprint AI compiles and saves every asset after modification. If compilation fails, the error message is returned to the AI so it can correct the operation.

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.