Known limitations¶
Vibe Blueprints is designed to fail visibly when safe automatic reconstruction is not possible.
Base engine events¶
Native events such as Tick, BeginPlay, EndPlay, overlap, damage, hit, and destroyed events are generated as placeholders.
Add the real event manually and reconnect the preserved pins.
Blueprint-owned components¶
The plugin does not create, add, or automatically resolve components.
Camera, mesh, collision, movement, audio, scene, and Physics Handle references use placeholders.
Custom Event parameters¶
Deferred local Custom Event repair currently targets supported events without user-defined parameters.
Project-specific nodes¶
Unknown project and third-party K2 node classes may become placeholders.
AI output quality¶
The converter validates and normalizes parts of the format, but it cannot prove that AI-generated gameplay logic is correct.
Always review, compile, and test imported logic.
Graph scope¶
The initial release focuses on Blueprint Event Graph workflows.
Other Unreal graph systems are outside the current scope unless explicitly listed as supported.
Project assets and classes¶
The plugin does not invent missing assets, component names, or project classes.
Required references must exist in the destination project.
AI Debug¶
AI Debug is non-reversible by design.
Request one complete # VibeBP document before importing corrected logic.
Engine compatibility¶
Use only Unreal Engine versions listed as supported on the Fab product page.