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 320,589 lines of production code. 702 tools. NPCs that see, hear, remember, and speak. Self-repairing codebase. Actually ships.
What RiftbornAI Actually Does
702 tools organized into 6 core systems. Click to expand.
Gameplay Abilities
Full GAS integration — abilities, effects, cooldowns, costs, targeting
AI Behavior Trees
Complete BTs with EQS queries, services, decorators, blackboards
VFX & Niagara
Particle systems from descriptions — fire, smoke, magic, impacts
Materials & Shaders
Material graphs with nodes, parameters, instances
Audio Systems
Sound cues, attenuation, 17+ audio presets
Level Design
Rooms, lighting, actor placement, layouts
C++ Generation
Actor, Character, Component classes with proper UE macros
Blueprint Wiring
Add nodes, connect pins, create functions, wire systems
Blueprint → C++
Convert any BP to native C++ with proper macros
Hot Reload
Write → Compile → Reload → Test. Zero manual steps.
UI & Widgets
HUD layouts, widget blueprints, UMG integration
Code Indexer
Parses C++ and BPs for semantic understanding
Cognitive Architecture
12 systems: goals, memory, curiosity, self-awareness
Voice Chat
Whisper STT + XTTS TTS. Talk to NPCs with your voice.
Perception
Real sight (raycasts, FOV) and hearing (sound events)
Self-Model
NPCs know their own skills, weaknesses, limits
Goal Hierarchies
Days → Hours → Minutes → Seconds decomposition
Resource Competition
NPCs compete for scarce resources. Real selection.
Self-Repair
Detects failures, generates patches, rebuilds, validates
Sandbox Guardian
Protected paths, blast radius limits, immutable core
Atomic Transactions
All-or-nothing commits. Full undo/rollback.
Dry-Run Mode
Preview before executing. Approve or cancel.
Verification
Compile, link, syntax, BP, asset, runtime tests
Smart Debugger
Detects issues, explains causes, suggests fixes
AI Playtester
Plays as Newbie, Hardcore, QA Tester, Speedrunner
Bug Detection
Finds bugs, balance issues, UX problems automatically
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;
};
The NPC Brain: 12 Cognitive Systems
Not scripted behavior trees. Not GPT wrappers. Real cognitive architecture.
Perception → Decision → Action
NPCs see (raycasts, FOV), hear (sound events), and build a world model. Real sensory input drives real decisions.
Goals, Memory, Motivation
Long-term goals decompose into subgoals. Episodic memory persists forever. Curiosity drives exploration. Self-model enables introspection.
12 Integrated Systems
Causal world model · Intrinsic motivation · Epistemic punishment · Multi-drive system · Lossy compression · Living world · Goal hierarchy · Self-model · Adversarial competition · Continuous learning · Cognition API · Voice synthesis
💡 What "Brain" Actually Means
Not marketing fluff. 10,000 lines of Python implementing: causal world modeling, intrinsic motivation (curiosity-driven behavior), epistemic punishment (learning from prediction errors), hierarchical goal decomposition, self-modeling (NPCs know their own weaknesses), and adversarial resource competition. NPCs that actually think.
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 702 tools
- NPC cognitive systems
- Claude API (brain learning)
- 1 seat
- Community support
Studio
- Everything in Indie
- Voice chat NPCs
- Priority support
- 5 seats
- Early feature access
Enterprise
- Everything in Studio
- Unlimited seats
- Custom integrations
- Dedicated support
- SLA guarantee
Common Questions
Yes. 320,589 lines of production code — 228K C++ in the plugin, 92K Python for the brain and bridge. 702 tools. 472 C++ files, 174 Python modules. It compiles and runs in UE 5.7 right now.
Q1 2026. We're not rushing this. The plugin works — we're polishing the experience.
Claude (recommended) — enables cloud brain learning, costs decrease over time. Ollama works for fully local operation but without learning benefits.
With Claude: Only natural language prompts are sent — never your source code, assets, or project files. With Ollama: 100% local, nothing leaves your machine.
Your IP stays yours. No code leaves your machine. No project files shared. AES-256 encryption on all communications. Everything generated belongs to you — no royalties, no attribution required.
12 Python modules implementing: causal world modeling, intrinsic motivation, goal hierarchies, self-modeling, adversarial competition, and continuous learning. NPCs see, hear, remember, compete, and adapt. Not scripted — emergent behavior.
Yes. Whisper for speech-to-text, XTTS v2 for neural text-to-speech. Push-to-talk with your mic. NPCs respond with unique voices. Memory persists forever — they remember every conversation.
Get Early Access
Join the waitlist. No spam — just the launch announcement.
Q1 2026 · No credit card required