The First AI That
Builds Your Game
Directly Inside Unreal.
Not a chatbot. Not code autocomplete. Not a wrapper around GPT.
A real engine plugin with 537,000 lines of production code that generates gameplay systems, abilities, AI, materials, VFX — and repairs its own codebase when tests fail.
What RiftbornAI Actually Does
Not promises. Not roadmaps. Real, working features backed by 537,000 lines of production code.
Gameplay Abilities
Full GAS integration. Abilities, effects, cooldowns, costs, and targeting systems wired together.
"fireball with 50 damage, 3s cooldown"
AI Behavior Trees
Complete behavior trees with EQS queries, services, decorators, and blackboard integration.
"patrol, chase player when seen"
VFX & Niagara
Particle systems from descriptions. Fire, smoke, magic, impacts, trails, and ambient effects.
"blue magic explosion with sparks"
Materials & Shaders
Material graphs with nodes, parameters, instances, and proper shader complexity.
"glowing lava with emission"
Level Design
Rooms, lighting setups, actor placement, and level layouts from descriptions.
"dark dungeon room with torches"
C++ Generation
Actor, Character, Component classes with proper UE macros and reflection.
"player character with dash"
UI & Widgets
HUD layouts, widget blueprints, and UMG integration.
"health bar with damage flash"
Audio Systems
Sound cues, attenuation, and audio components with 17+ presets.
"footsteps on surfaces"
Blueprint Wiring
Add nodes, connect pins, create functions, and wire complete systems.
"add sprint with stamina"
Self-Repair
Detects test failures, finds or generates patches, rewrites C++ source, rebuilds, and validates. Autonomous healing.
tests fail → fix → rebuild → pass
AGGI: Game Intelligence
Artificial General Game Intelligence. The "General" isn't done yet — but 31K lines of real cognitive architecture are live and learning.
learns → improves → costs less
Blueprint → C++ Converter
Convert any Blueprint to native C++ with proper UFUNCTION, UPROPERTY macros. Modern C++, optimized, commented.
BP_Character → AMyCharacter.cpp
Hot Reload Integration
Writes C++, triggers UBT compilation, hot reloads into editor. Zero manual steps.
edit → compile → reload → test
Sandbox Guardian
Protected paths, blast radius limits, session budgets, immutable core files. Can't damage itself or your project.
safe by design
Atomic Transactions
All-or-nothing commits across multiple assets. Full undo/rollback. Preview before applying.
modify 10 files → one undo
Automated Playtester
AI plays your game as Newbie, Hardcore, QA Tester, Speedrunner. Finds bugs, balance issues, UX problems.
plays → reports → suggests fixes
Deep Code Indexer
Parses C++ and Blueprints for semantic understanding. Knows every class, function, property in your project.
total project awareness
Smart Debugger
Detects Performance, Memory, Crash, Gameplay, Physics, Animation, Network issues. Suggests fixes.
finds problems → explains → fixes
Verification System
Compile, Link, Syntax, Blueprint, Asset, Runtime, Integration tests. All generated code verified.
every line tested
Dry-Run Mode
Preview any destructive operation before executing. See exactly what will happen. Then approve or cancel.
preview → approve → execute
Built For Serious Development
Not a toy. Production-grade infrastructure for teams that ship.
🎯 17 Design Systems
GAS · AI Behavior · Animation · Audio · Cinematics · Input · Level · Localization · Networking · Physics · Save/Load · Streaming · UI · VFX · Achievement · Game · Design Bridge
👁️ 9 Awareness Systems
Animation · Audio · Gameplay · Performance · Physics · Player State · Project Structure · Spatial · Temporal — each with dedicated tools
🎮 9 Game Modules
Cover System · Economy · Mission · Multiplayer · NPC AI · Vehicle · Weapon · Weather · World Streaming — complete game infrastructure
See It Work
One prompt. Complete system. No bullshit.
You Type
3 second cooldown, spawns a projectile
that explodes on impact with fire VFX"
RiftbornAI Creates
What We Actually Built
Not marketing. Real production code. Here's a sample.
// Real code from our 39,755 lines of C++
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class ARENA_API UArenaHealthComponent : public UActorComponent
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float MaxHealth = 100.0f;
UPROPERTY(ReplicatedUsing=OnRep_CurrentHealth)
float CurrentHealth;
UFUNCTION(BlueprintCallable, Category="Health")
void ApplyDamage(float DamageAmount, AActor* DamageCauser);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(
FOnHealthChanged, float, NewHealth, float, Delta);
UPROPERTY(BlueprintAssignable)
FOnHealthChanged OnHealthChanged;
};
AGGI: Artificial General Game Intelligence
The "General" part isn't done yet. But we're building it for real.
Cloud Brain (Learning)
Every task teaches the brain. Patterns cached. Strategies refined. LLM calls decrease over time = costs drop as you use it.
Your Assets Stay Yours
No code leaves your machine. No IP shared. No secrets leaked. AES-256 encryption. Your project, your data.
Self-Repairing System
Tests fail → Brain detects → Patch generated → C++ rewritten → Rebuild → Validate. Autonomous healing loop.
💡 The Economics of Intelligence
Traditional AI tools charge per token. Forever. RiftbornAI learns from every task — caching successful patterns, refining strategies, building a knowledge base. The more you use it, the less it needs expensive LLM calls. Your costs decrease over time.
Before vs After
- ❌ Hours setting up GAS for one ability
- ❌ Days building behavior trees
- ❌ Weeks learning Niagara
- ❌ Fighting with Blueprint spaghetti
- ❌ Copying boilerplate C++ classes
- ❌ Manually wiring everything
- ✓ "Create fireball ability" → Done
- ✓ "Enemy patrols and chases" → Done
- ✓ "Fire explosion with sparks" → Done
- ✓ Clean, generated Blueprints
- ✓ Proper C++ with UE macros
- ✓ Everything wired automatically
Simple. Fair. No Per-Seat BS.
Indie
- All 620+ tools
- All design systems
- Claude API (brain learning)
- 1 seat
- Community support
Studio
- Everything in Indie
- Cloud LLM support
- Priority support
- 5 seats
- Early feature access
Enterprise
- Everything in Studio
- Unlimited seats
- Custom integrations
- Dedicated support
- SLA guarantee
Questions You're Asking
Is this actually real?
Yes. 537,000 lines of production code. 214K C++ in the plugin, 52K Python bridge, 72K in the Arena test game. It compiles and runs in UE 5.7 right now.
When does it launch?
Q1 2026. We're not rushing this. The plugin works — we're polishing the experience.
What LLMs does it support?
Claude (recommended) — enables cloud brain learning, costs decrease over time. Ollama works for fully local operation but without learning benefits.
Does it require internet?
With Claude: Only natural language prompts are sent — never your source code, assets, or project files. With Ollama: 100% local, nothing leaves your machine.
What UE versions?
UE 5.7 now. We'll add 5.5+ support after the initial launch.
Can I use it commercially?
Yes. Everything generated is yours. No royalties, no attribution required.
What about existing projects?
Works with existing projects. Just install the plugin and start using it. Non-destructive.
How is this different from Copilot?
Copilot suggests code. We generate complete, working UE systems directly in the editor. Assets, blueprints, C++ — all wired together.
Get Early Access
Join the waitlist. No spam — just the launch announcement.
Q1 2026 · No credit card required