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AgentUX for Game Designers

Starter scaffolds for common gameplay primitives. Each example below shows what the API produces from a single prompt. Treat the output as a skeleton you build on, not a finished system. The gameplay design, balance, and tuning are yours to author.

What these examples are not: finished gameplay systems. They are runnable starting points that demonstrate API patterns. The function bodies are stubs, the data values are placeholders, and the tuning is unvalidated. Use them to skip the blank-page step, not to ship gameplay.

Health Blueprint Scaffold

Demo: WF06 · Transcript: 03-blueprint-from-scratch

A demo prompt produces a Blueprint with float MaxHealth and CurrentHealth variables, a bool death-state flag, a TakeDamage function with input and output pins, and a BeginPlay event that initializes CurrentHealth. The Blueprint compiles. Function bodies are stubs.

What the demo scaffolds:
  • Actor Blueprint with three typed variables
  • One custom function with input and output parameters
  • Event graph with a BeginPlay wire
  • Clean compilation
What you author: damage rules, death behavior, regen, audio and VFX hooks, network replication, and any balance work.
Try it: "Create a Blueprint with health, damage, and death logic"

Collectible Placement Starter

Demo: WF12

A demo prompt produces a Collectible Blueprint with a SphereComponent trigger plus a StaticMeshComponent visual, then spawns 20 instances in a circular pattern with three material tiers (gold, silver, bronze) and assigns layer organization. Useful as a placement-and-data starter.

What the demo scaffolds:
  • Collectible Blueprint with trigger and visual components
  • 20 instances placed in a computed circle
  • Three material tiers with point-value placeholders (10/5/1)
  • Layer organization for editor visibility control
What you author: pickup behavior, score persistence, audio and VFX feedback, respawn rules, gameplay integration.

Combat Blueprint Scaffold

Demo: WF11

A demo prompt produces a Blueprint with SCS components (a HitBox SphereComponent and an AttackDirection ArrowComponent), five combat variables, and stub TakeDamage and PerformAttack functions. Three colored instances spawn for visual testing as Warrior, Mage, and Archer with distinct materials.

What the demo scaffolds:
  • Blueprint with SphereComponent (HitBox) and ArrowComponent (AttackDirection)
  • Five variables: MaxHealth, CurrentHealth, AttackDamage, AttackRange, bIsAttacking
  • Two function shells: TakeDamage (with I/O pins), PerformAttack
  • Three colored instances with different stat values
What you author: hit detection, damage application, animation, AI behavior, multiplayer replication, balance, and the actual fight feel.

Blueprint Portability Pipeline

Demo: WF08

A demo of the Blueprint portability pipeline: define a template Blueprint with parameterized defaults, bundle it as a portable JSON package, inspect the template parameters, and instantiate a new Blueprint with custom values. The example creates a "Tank variant" with MaxHealth=200 from a template that defines MaxHealth=100.

What the demo scaffolds:
  • Template Blueprint with parameterized defaults
  • Portable bundle in JSON form
  • Customized instance with overridden parameters
  • Optional Pattern Store integration via GraphRAG
What you author: the actual templates worth packaging, the parameter contracts that make them reusable, and the gameplay variants that earn their place in your project.

Ready to skip the blank-page step on your next gameplay primitive?

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