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Frequently asked questions

Does Vibe Blueprints include an AI model?

No. It is a model-agnostic bridge between Blueprint graphs and external text-based AI assistants.

Do I need an API key?

No. The plugin does not call an AI API.

Which AI assistants can I use?

Any text-based assistant that can follow the bundled instruction and accept the exported text.

Where is the AI instruction?

Press Copy AI instruction inside the plugin.

The complete instruction is bundled with the installed release and is not published on this documentation site.

Does the plugin upload my project?

No. Conversion is local.

Project text leaves Unreal Editor only when the user copies it and sends it to an external service.

Can AI Debug be imported?

No. AI Debug is intentionally non-reversible.

Can the plugin create components?

No. Blueprint-owned components use visible placeholders.

Why are Tick and BeginPlay placeholders?

Native entry events are context-sensitive and are safer to add manually in the destination Blueprint.

Can the plugin create variables?

Repair can create missing normal member variables.

It does not create Blueprint component references as variables.

Are Timelines supported?

Yes, with post-paste repair.

Are Custom Events supported?

Supported local Custom Events without user-defined parameters use deferred call repair.

What happens to unsupported nodes?

They become visible placeholders that preserve the unresolved operation and useful connections where possible.