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DocsWalkthroughsBuild a Blueprint with AI

Build a Blueprint with AI

A guided example that creates a Blueprint, adds a variable and a function, wires an event graph, and compiles it, all through cfa commands.

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CodeFizz

A drop-in Unreal Engine 5 plugin that exposes the entire editor surface (Blueprints, Materials, Niagara, PCG, StateTree, Insights profiling, and more) over the Model Context Protocol. Connect Claude Code, Cursor, VS Code, or any MCP-compatible client and let your AI build inside the engine.

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This walkthrough builds a small Actor Blueprint end to end with cfa: create it, give it a variable and a function, add an event, wire the graph, and compile. With the AI skill installed your assistant runs these for you. This shows what it is doing under the hood.

1

Create the Blueprint

A new Actor Blueprint at the given content path.

bash
cfa create_blueprint --name BP_Spawner --path /Game/BP --parent-class Actor
2

Add a variable

Give it something to hold, such as a spawn count.

bash
cfa create_blueprint_variable --blueprint-path /Game/BP/BP_Spawner --name SpawnCount --type int
3

Add a function

A function to call from the graph.

bash
cfa create_blueprint_function --blueprint-path /Game/BP/BP_Spawner --name Spawn
4

Add the BeginPlay event

An entry point in the event graph.

bash
cfa add_event_node --blueprint-path /Game/BP/BP_Spawner --event BeginPlay
5

Compile

Compile so the changes take effect.

bash
cfa compile_blueprint --blueprint-path /Game/BP/BP_Spawner
Exact parameters
These commands take more flags than shown (node wiring, pins, defaults). The full parameter list for each is in the Blueprints reference, or run cfa describe create_blueprint.