Generate, paste, and repair¶
Reverse generation has two stages:
- create native Blueprint clipboard data;
- repair destination-dependent data after paste.
Generate and paste¶
- Confirm the AI response begins with
# VibeBP. - Paste it into AI text.
- Press Generate & copy nodes.
- Paste the nodes into the target graph.
The status strip reports whether node text was generated and how many placeholders were created.
Repair¶
Keep the newly pasted nodes selected and press Repair imported assets.
The repair workflow can:
- create missing normal member variables;
- restore Timeline templates and track data;
- reconstruct Timeline nodes;
- refresh Blueprint nodes;
- compile the Blueprint;
- resolve supported deferred local Custom Event calls;
- refresh and compile again;
- optionally format the selected nodes.

Why repair happens after paste¶
Some data belongs to the destination Blueprint and cannot be finalized safely before the graph exists there.
Examples include:
- member variables;
- Timeline templates;
- generated local Custom Event functions;
- destination-specific node state.
What repair does not do¶
Repair does not:
- create Blueprint components;
- add base events automatically;
- guess project-specific nodes;
- guarantee that AI-generated gameplay logic is correct.
Always review, compile, and test the result.