# Unreal Engine AI Blueprint generator · Dola AI

Unreal Engine 5 · Blueprints

# Blueprint AI that edits the real graph

Dola’s Blueprint AI is an Unreal Engine AI Blueprint generator: it reads graphs, adds and wires nodes, sets variables and components, compiles and saves.

Last updated 31 October 2026

## [What “Blueprint AI” means in Dola](#answer)

Dola’s Blueprint tools change Blueprint assets inside the running Unreal Editor. You describe the behavior in chat. A Blueprint specialist reads the graph, places and wires nodes, sets variables and components, lays the graph out, **compiles**, **saves**, and tells you what it changed.

That goes through the Dola Editor plugin and a local bridge to the desktop app. It is not a text-to-image node diagram and it does not guess at .uasset file contents.

Illustration of the Dola AI Blueprint agent: Event BeginPlay wired to Set Timer by Event and Spawn Actor from Class, next to the chat reply that compiled and saved the Blueprint
Illustration of the flow, not a screenshot.
Real Dola run, sped up: the Blueprint agent makes BP_Lamp blink every second and the QA agent checks it in PIE before the change waits in review
A real run, sped up: BP_Lamp made to blink, checked in PIE. Screenshots of each step on [See it work](https://dolaai.pro/see-it-work).

## [The Blueprint tools, one by one](#tools)

- **Inspect graphs:** Reads nodes, pins, and connections so Dola understands the current logic first. Read-only.

- **Find nodes:** Searches the nodes you can place, including engine and project functions, instead of guessing.

- **Add and wire nodes:** Places nodes and connects pins: events, branches, timers, function calls.

- **Update node properties:** Changes default pin values, referenced assets, and node settings without a rebuild.

- **Remove nodes and links:** Deletes nodes or disconnects pins, for example debug prints or an unused Tick.

- **Variables and defaults:** Adds variables or changes defaults, categories, and instance-editable or expose-on-spawn flags.

- **Components:** Adds meshes, collision, lights, audio, and movement components and sets their properties, physics included.

- **Compile:** Compiles after edits and explains errors and warnings in plain language so they get fixed in the same chat.

- **Save:** Saves changed Blueprint assets to disk so they show up in source control.

- **Auto-layout:** Tidies node positions so new and existing logic stays readable.

Example prompts and requirements for each are in [Blueprint editing tools](https://dolaai.pro/docs/tools/blueprints). Node lookups use the [Engine API reference](https://dolaai.pro/docs/tools/engine-api) so the graph only uses nodes your engine has.

## [Prompts that work](#prompts)

- “When the player presses E near BP_Door, open the door over one second.”

- “Add a float MaxHealth = 100 to BP_Enemy and make it editable per instance.”

- “Change the delay in BP_Spawner from 2 to 0.5 seconds.”

- “Add a static mesh and a box collision to BP_Pickup.”

- “Remove the debug print nodes from BP_PlayerCharacter.”

- “What happens in BP_Door when the player overlaps the trigger?”

Name the Blueprint, ask for one change you can check, and say how you will test it. The walkthrough is [your first Blueprint with Dola](https://dolaai.pro/docs/first-blueprint).

## [Limits](#limits)

- Unreal Editor must be open on the project with the plugin enabled. Published plugin builds are UE 5.7, Windows and Linux editors only.

- Removing nodes is destructive; take a [checkpoint](https://dolaai.pro/docs/tools/workflow/checkpoints) first. Replacing a graph’s nodes asks for approval in chat.

- The first-Blueprint guide has not yet been re-checked click by click against a running game project; it describes the shipped flow.

- If you want the logic in C++ instead, Dola edits Source/ files and you build as usual. See [first C++ assistance](https://dolaai.pro/docs/first-cpp).

## [FAQ](#faq)

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Dola does it by editing real Blueprint assets in the open Unreal Editor through its plugin: it adds and wires nodes, sets variables and components, then compiles and saves. It does not write .uasset bytes or hand you a picture of a graph to rebuild by hand.

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Yes. Downloading Dola and creating an account are free. Describe the Blueprint you want and it creates the graph, wires the nodes, compiles and saves it in your project; running agents uses AI credits from a paid monthly plan.

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Yes, and that is the best way to start. Name an existing Blueprint and a small change you can check, for example opening BP_Door over one second when the player presses E nearby. Dola reads the graph first, then edits it.

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Dola compiles after its own edits and reports the errors in chat, then fixes them in the same conversation. You can also ask it to compile and explain a Blueprint you changed yourself.

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Create a checkpoint before large edits. Checkpoints show what changed since, including Blueprint diffs, and roll back what Dola wrote. Removing nodes and replacing a graph’s nodes are treated as risky.

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The Dola desktop app, signed in, with your project attached, and Unreal Editor open on that project with the Dola plugin enabled. Published plugin builds are for Unreal Engine 5.7 on Windows and Linux.

## [Try it](#start)

Free to start once you have access; running agents uses AI credits from a paid plan. Everything else Dola does in Unreal is on [the Unreal Engine AI assistant page](https://dolaai.pro/unreal-engine-ai-assistant). Other AI tools for Blueprints, side by side: [AI for Unreal Engine Blueprints compared](https://dolaai.pro/blog/best-ai-for-unreal-engine-blueprints).

[See plans and credits](https://dolaai.pro/plans)[Sign up free](https://dolaai.pro/signup)

[Try me on your project!](https://dolaai.pro/signup)

[See it work](https://dolaai.pro/see-it-work)[Sign up free](https://dolaai.pro/signup)
