Blueprint Network
Autonomous Agent UE5.7 44 Files Generated

SciFiShooter

Autonomously Generated by AI — Unreal Engine 5.7

A single text prompt produced a complete third-person sci-fi shooter: production-ready C++ classes, a PCG alien terrain graph, Blueprint scripts, and a fully composed level — without a single line of manual code.

$ python3 main.py "Create a third-person sci-fi shooter with a player character that can dash, and a PCG-generated alien terrain."
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Files Generated
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Phases Completed
0
C++ Classes
0
PCG Graph Nodes
C++ Source

Generated C++ Code

Production-ready Unreal Engine C++ with proper UCLASS/UPROPERTY/UFUNCTION macros, Enhanced Input integration, and collision-aware dash mechanics.

Dash Mechanic
ASciFiShooterCharacter
DashDistance
600.0f
DashCooldown
1.5f
bCanDash
true
CameraBoom
SpringArm
FollowCamera
Camera
Dash()
ResetDash()
Move(Value)
Look(Value)
SciFiShooterCharacter.cpp
C++
"token-keyword">void "token-class">ASciFiShooterCharacter::Dash()
{
    "token-keyword">if (!bCanDash) "token-keyword">return;
    "token-keyword">if (Controller == "token-keyword">nullptr) "token-keyword">return;

    "token-keyword">class="token-comment">// Get forward direction from control rotation (yaw only)
    "token-keyword">const "token-class">FRotator ControlRot = Controller->GetControlRotation();
    "token-keyword">const "token-class">FRotator YawRot(0.f, ControlRot.Yaw, 0.f);
    "token-keyword">const "token-class">FVector DashDirection = "token-class">FRotationMatrix(YawRot).GetUnitAxis("token-class">EAxis::X);

    "token-class">FVector StartLocation = GetActorLocation();
    "token-class">FVector TargetLocation = StartLocation + DashDirection * DashDistance;

    "token-keyword">class="token-comment">// Collision sweep to prevent clipping through geometry
    "token-class">FCollisionQueryParams QueryParams;
    QueryParams.AddIgnoredActor("token-keyword">this);
    "token-class">FHitResult HitResult;

    "token-keyword">bool bHit = GetWorld()->SweepSingleByChannel(
        HitResult, StartLocation, TargetLocation, "token-class">FQuat::Identity,
        "token-class">ECC_Visibility,
        "token-class">FCollisionShape::MakeCapsule(
            "token-class">GetCapsuleComponent()->GetScaledCapsuleRadius(),
            "token-class">GetCapsuleComponent()->GetScaledCapsuleHalfHeight()),
        QueryParams
    );

    "token-keyword">if (bHit)
        TargetLocation = HitResult.Location - DashDirection * 10.0f;

    TeleportTo(TargetLocation, GetActorRotation(), "token-keyword">false, "token-keyword">true);

    "token-keyword">class="token-comment">// Start cooldown timer
    bCanDash = "token-keyword">false;
    "token-class">FTimerHandle TimerHandle_ResetDash;
    "token-class">GetWorldTimerManager().SetTimer(
        TimerHandle_ResetDash, "token-keyword">this,
        &"token-class">ASciFiShooterCharacter::ResetDash, DashCooldown, "token-keyword">false);
}
PCG Framework

Procedural Content Generation Graph

The agent designed a complete PCG graph with 11 nodes — from Perlin noise heightmap generation to slope-filtered vegetation scatter. Hover over nodes to trace the data flow.

INPUTInput LandscapeGENERATORAlien Heightmap Gen…MODIFIERHeight Noise Modifi…MODIFIERApply Height OffsetGENERATORAlien Surface Sampl…FILTERSlope Filter (0°–35…FILTERHeight Filter (100–…MODIFIERScatter Type ChoiceSPAWNERAlien Vegetation Sc…SPAWNERRock ScatterMODIFIERAlien Texture Paint…
PCG Alien Terrain

PCG-generated alien terrain: Perlin noise heightmap, bioluminescent vegetation scatter, crystalline rock formations — all driven by the generated graph.

AlienHeightmapGenerator
Perlin noise, 5 octaves, amplitude 1200
HeightNoiseModifier
Simplex noise attribute offset
AlienSurfaceSampler
0.8 pts/m², 100×100×100 extents
SlopeFilterForScatter
Pass-through: 0°–35° slope only
HeightFilterForScatter
Pass-through: 100–1000 height range
ScatterTypeChoice
70% vegetation / 30% rocks (seed 44)
AlienVegetationScatter
AlienPlant_01/02, density 0.6
RockScatter
AlienRock_01/02, density 0.4
AlienTexturePainter
AlienSoil (0–300m) + AlienRock (300–1200m)
Generation Pipeline

9-Phase Autonomous Pipeline

From a single prompt to 44 game-ready files — the agent orchestrates planning, code generation, Blueprint scripting, PCG design, and scene composition without manual input.

Planning — Structured JSON project plan
Project Setup — .uproject, modules, VS2022 workspace
C++ Gen — ASciFiShooterCharacter with Dash mechanic
C++ Gen — ASciFiShooterPlayerController (Enhanced Input)
C++ Gen — ASciFiShooterGameMode
Blueprint Generation — BP_Character, BP_GameMode
PCG Gen — PCG_AlienTerrainGeneration graph
Scene Composition — MainLevel actors, lighting, NavMesh
Auto-Fix Loop — Compilation error analysis & patching
Agent Architecture

System Architecture

Seven Python modules form the agent's core, each responsible for a distinct layer of the game development workflow.

Core Orchestrator
core/orchestrator.py

State machine that processes prompts, coordinates all generators, and manages the phase lifecycle.

LLM Client
core/llm_client.py

OpenAI API wrapper with structured JSON output parsing and retry logic for reliable generation.

C++ Generator
generators/cpp_generator.py

Produces UCLASS headers and .cpp implementations with correct UE5 macros and module dependencies.

PCG Generator
generators/pcg_generator.py

Designs PCG graph specifications and generates Python Editor scripts to build them in UE5.

Blueprint Generator
generators/blueprint_generator.py

Creates Blueprint assets via UE5 Editor Python scripting, wiring variables and components.

Scene Composer
generators/scene_composer.py

Places actors, configures Lumen lighting, post-processing, NavMesh, and PCG volumes.

Project Manager
generators/project_manager.py

Generates .uproject, Build.cs, Target.cs, VS2022 workspace, and .editorconfig files.

Error Fixer
generators/error_fixer.py

Parses UnrealBuildTool logs, diagnoses MSVC errors with LLM, and applies targeted source patches.

Templates
templates/ue5_templates.py

Jinja2 templates for all UE5 C++ patterns: Characters, Controllers, GameModes, PCG nodes.

Generated Project Structure

44 files across 8 directories, ready to open in Unreal Engine 5.7.

Source/SciFiShooterRuntime/
SciFiShooterCharacter.h
SciFiShooterCharacter.cpp
SciFiShooterPlayerController.h
SciFiShooterPlayerController.cpp
SciFiShooterGameMode.h
SciFiShooterGameMode.cpp
Scripts/PCG/
setup_pcg_alienterraingeneration.py
place_pcg_alienterraingeneration_volume.py
Scripts/Level/
setup_mainlevel.py
setup_mainlevel_lighting.py
setup_mainlevel_postprocess.py
setup_mainlevel_navigation.py
setup_mainlevel_ALL.py
Scripts/Blueprints/
create_bp_scifishootercharacter.py
create_bp_scifishootergamemode.py
create_bp_dasheffect.py
setup_all_blueprints.py
Config/AI/
pcg_pcg_alienterraingeneration.json
blueprint_specs.json
scene_mainlevel.json
Source/ (Build)
SciFiShooterRuntime.Build.cs
SciFiShooterEditor.Build.cs
SciFiShooter.Target.cs
SciFiShooterEditor.Target.cs
GenerateVS2022.bat