Nanite, Lumen, and Blueprints — AI-accelerated UE5 development
Unreal Engine 5 Framework encodes senior UE5 engineer and technical artist patterns into prompt sequences that generate production-quality Blueprints, C++ gameplay code, and visual setups. From Nanite mesh configuration to Behavior Tree AI, every prompt accelerates the most complex parts of UE5 development.
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All 46 prompts · All 5 modules
"The Behavior Tree design prompts produce better-structured AI than most tutorials. The EQS query des..."
Nikolai B. · Technical Director
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You will use ChatGPT or Claude to generate code and architecture, then paste it directly into your game engine (Unity or Unreal). No web development required — this is a game engine workflow.
Purchase & download the framework
Click the buy button on this page. After checkout, go to the and hit Download .zip. Unzip it — you'll get a .md file (all prompts) and a .pdf (easy reading reference). Keep both open alongside your game engine.
Write your Game Design Document (GDD) first
Every prompt uses your GDD as its source of truth. Before running any prompt, have these ready: game genre, player perspective (2D/3D, top-down/FPS/etc.), core mechanics, and target platform. Write them in a notes doc — you'll paste them into every [BRACKET] placeholder throughout the framework.
Open ChatGPT or Claude alongside your game engine
Go to chat.openai.com (GPT-4) or claude.ai — both work well for code generation. Open your game engine (Unreal Engine 5) in a separate window. You'll run prompts in the AI chat and paste the generated code directly into your project. If you use Cursor, paste prompts directly into the editor's AI panel for even faster iteration.
Stage 1 — UE5 Project Architecture
Go to the and filter to UE5 Project Architecture. Copy the first prompt, paste it into GPT-4 or Claude, and replace every [BRACKET] with your game's specifics. The AI will generate production-ready code — copy it and paste it into your UE5 project's core scripts folder. Run each prompt in this stage before moving to the next.
Stage 2 — Blueprint + C++ Systems
Go to the and filter to Blueprint + C++ Systems. Copy the first prompt, paste it into GPT-4 or Claude, and replace every [BRACKET] with your game's specifics. The AI will generate production-ready code — copy it and paste it into your Source/[ProjectName]/Player directory. Run each prompt in this stage before moving to the next.
Stage 3 — Nanite/Lumen Pipeline
Go to the and filter to Nanite/Lumen Pipeline. Copy the first prompt, paste it into GPT-4 or Claude, and replace every [BRACKET] with your game's specifics. The AI will generate production-ready code — copy it and paste it into your Content/VFX directory. Run each prompt in this stage before moving to the next.
Stage 4 — AI Behavior System
Go to the and filter to AI Behavior System. Copy the first prompt, paste it into GPT-4 or Claude, and replace every [BRACKET] with your game's specifics. The AI will generate production-ready code — copy it and paste it into your Source/[ProjectName]/AI directory. Run each prompt in this stage before moving to the next.
Stage 5 — Niagara Systems
Go to the and filter to Niagara Systems. Copy the first prompt, paste it into GPT-4 or Claude, and replace every [BRACKET] with your game's specifics. The AI will generate production-ready code — copy it and paste it into your Content/VFX directory. Run each prompt in this stage before moving to the next.
Stage 6 — Multiplayer Foundation
Go to the and filter to Multiplayer Foundation. Copy the first prompt, paste it into GPT-4 or Claude, and replace every [BRACKET] with your game's specifics. The AI will generate production-ready code — copy it and paste it into your Source/[ProjectName]/Online directory. Run each prompt in this stage before moving to the next.
Stage 7 — Scalability Settings
Go to the and filter to Scalability Settings. Copy the first prompt, paste it into GPT-4 or Claude, and replace every [BRACKET] with your game's specifics. The AI will generate production-ready code — copy it and paste it into your project settings and build configuration. Run each prompt in this stage before moving to the next.
Test, iterate, and ship
With all stages complete, you have a full UE5 project architecture. Playtest each system — state machines, AI, UI, and save/load. Use the to iterate: if a system isn't behaving right, re-run its prompt with more specific details. When your build is stable, use the to scaffold a companion web app (analytics dashboard, player portal, or game backend) in an AI website builder.
5 modules · 46 prompts · 7 workflow stages
UE5 Project Architecture
Generate the core UE5 project structure: GameMode, GameState, PlayerController, PlayerState, HUD, and GameInstance with proper inheritance hierarchy.
8 promptsBlueprint System
Blueprint event graph patterns, function libraries, interfaces, and macro libraries for common gameplay systems.
10 promptsRendering Pipeline Setup
Nanite mesh configuration, Lumen global illumination setup, Virtual Shadow Maps, and hardware scalability settings for target platforms.
7 promptsAI & Behavior System
Behavior Tree architecture, EQS queries, AI Perception setup, and Blackboard key design for enemy and NPC AI.
9 promptsVFX & Polish System
Niagara particle system prompts for common effects: explosions, magic, weather, environmental ambience, and UI feedback.
12 promptsGenerate a UE5 C++ ACharacter subclass for a [GENRE] game. Include: Enhanced Input System setup (IA_Move, IA_Look, IA_Jump, IA_Attack), Character Movement Component configuration for [MOVEMENT TYPE], Camera boom and follow camera setup, Health and stamina attribute system using a UAttributeComponent, Ability activation interface, and proper UPROPERTY/UFUNCTION macros. Follow UE5 coding standards. Add comments for Blueprint-callable functions.
Design a Behavior Tree for a [ENEMY TYPE] enemy in UE5. The enemy should: Patrol between waypoints when no target detected, Investigate sounds and last known positions, Chase the player when in detection range, Attack when in attack range with [ATTACK PATTERN], Retreat when health below [THRESHOLD]%. Provide: The BT node hierarchy (Selector/Sequence/Task structure), All required Blackboard keys with types, Custom Task node descriptions (what each does), EQS query descriptions for positioning.
system
8 prompts
prompts
22 prompts
architecture
7 prompts
workflow
9 prompts
"The Behavior Tree design prompts produce better-structured AI than most tutorials. The EQS query descriptions are particularly valuable."
Nikolai B.
Technical Director
All 46 prompts across 5 modules are unlocked for your account.
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