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Ivory Jones
Ivory Jones

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Cipher: My AI That's Actually Building Unreal Blueprints For Me

I’m tired of staring at the same Blueprint nodes for the third hour straight. So I built Cipher — an AI agent that plans gameplay systems in Unreal Engine and spits out commands to make them real.

Cipher isn’t some fancy wrapper. It’s an agent that thinks through what needs to happen, then fires structured JSON commands over a Python bridge straight into Unreal. It duplicates Blueprints, adds cameras, spring arms, components, you name it. And it’s already doing more than I expected.

Why the hell am I doing this?

Unreal is powerful but the workflow can be soul-crushing. Want a new camera rig? Duplicate, tweak variables, hook up events, pray nothing breaks. Same crap every time you prototype. I got fed up repeating myself and decided to teach an AI to handle the boring bits so I could focus on the fun ones.

How Cipher actually works

I give it a high-level goal. Cipher’s planner figures out the steps, then outputs clean command JSON. A Python listener running inside Unreal picks it up and executes — creating actors, modifying Blueprints, adding components, setting properties. No vague “generate code” nonsense. It’s deliberate, structured, and reversible when it screws up.

Right now it’s solid at duplication and component surgery. Tell it “add a spring arm and camera to this pawn,” it does it without drama. Small wins, but they stack fast.

What’s already shipping

  • Blueprint duplication with targeted modifications 
  • Adding and configuring components (cameras, springs, collision) 
  • Basic property tweaks and hierarchy changes 

It’s not perfect, but watching it build a functional camera system in seconds still makes me grin like an idiot.

The annoying bits I’m still fighting

Duplication bugs keep popping up when references get messy. Stability isn’t there yet — sometimes Unreal gets cranky with rapid commands. And making the whole thing deterministic so I don’t get different results on the same prompt is harder than it sounds. I’m deep in the trenches fixing this stuff daily.

Where this is headed

Full gameplay systems. Inventory, combat loops, procedural level hooks — all planned and assembled by Cipher. Long term? Maybe entire small games from rough specs. I’m not there yet, but the path is clear.

I built this because I want to make games faster and weirder without getting buried in editor busywork. Cipher’s my co-pilot in the trenches, not some magic bullet. It still needs me to steer hard, and that’s exactly how I like it.

If you’re an Unreal dev drowning in repetitive Blueprint work, this kind of setup might save your sanity too. I’ll keep posting updates as it levels up.

Hit me up if you’re doing similar crazy shit. Always down to compare scars.

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