
Ivory JonesThere’s a point in every Unreal project where you stop being creative and start doing chores. Create...
There’s a point in every Unreal project where you stop being creative and start doing chores.
Create Blueprint.
Add camera.
Attach spring arm.
Set mesh.
Assign anim BP.
Fix offsets.
Compile.
Repeat.
Do it ten times, and it’s fine.
Do it a hundred times, and you start wondering why you’re still doing this manually.
That’s where Cipher came from.
Not as “another AI assistant.”
But as something that actually does the work inside Unreal.
Most AI tools right now help you write code.
They suggest things.
They autocomplete.
They explain.
But they stop right before the part that actually matters:
👉 changing your project
Cipher is different.
Instead of saying “here’s how to do it,” it goes:
“I’ll do it.”
At a high level, it works like this:
You give a goal →
Cipher plans the steps →
Checks what exists in your project →
Executes inside Unreal →
Verifies the result →
Fixes anything that failed →
Returns a working Blueprint
That loop is the whole system:
Plan → Validate → Execute → Verify → Retry
No guessing. No blind generation. No “hope this works.”
Here’s a real command:
build BP_Test_Player with mesh SK_Mannequin anim_bp ThirdPerson_AnimBP and rifle and shooting system
What happens next:
SK_Mannequin in the Asset RegistryAnd you end up with a playable character Blueprint.
No dragging. No clicking. No hunting through folders.
If you’ve used ChatGPT or Copilot for game dev, you’ve seen this:
“Use SK_PlayerMesh_Advanced_v2”
Cool. That asset doesn’t exist.
Cipher avoids that completely.
Before it does anything, it validates against Unreal itself:
So instead of:
“Here’s what should work”
It’s:
“This will work because it exists”
That one difference changes everything.
The first time Cipher successfully built a character wasn’t exciting because of the AI.
It was exciting because I didn’t touch the editor.
I gave a sentence.
Watched logs.
Opened Unreal…
…and the Blueprint was just there. Working.
Camera set.
Mesh visible.
Anim hooked up.
That’s the moment it stopped being an experiment.
This was a big one.
Most AI systems fail once and stop.
Cipher doesn’t.
If something fails:
Automatically.
That retry loop is built into everything.
So instead of babysitting the process, you just… let it run.
Cipher also keeps memory.
That means:
You’re not re-explaining your project every time.
It builds on itself.
For bigger systems, Cipher uses recipes (YAML-based).
Think of it like this:
Instead of one command, you define a full build:
Create player →
Add camera system →
Assign mesh →
Assign animation →
Attach weapon →
Setup firing logic
And Cipher runs the entire sequence, validating at each step.
This is where it starts to feel less like a tool and more like a system.
Right now, Cipher can:
And it does all of this directly inside Unreal Editor.
No export. No copy/paste. No manual follow-up.
Those tools operate outside your engine.
Cipher operates inside your project.
That means:
It’s not generating ideas.
It’s modifying reality.
This isn’t about skipping effort.
It’s about shifting where effort goes.
Instead of:
“Let me build this step-by-step”
You move to:
“Let me describe what I want”
And let the system handle execution.
That’s a very different way of building games.
Right now, Cipher is handling structured systems like characters and components.
But the direction is clear:
All from intent.
There’s a lot of AI hype right now.
Most of it feels like tools getting slightly better at helping.
This felt different.
Because for the first time, I wasn’t being assisted.
I was being replaced… in the parts I didn’t want to do anyway.
And honestly?
That’s exactly what I wanted.