Here are the AI created Blueprints for a Halloween game in UE5.7.
Game concept β Little Vampire
Style: Halloween cartoon platformer
Engine: Unreal Engine 5.7
Camera: Side-on 2.5D
Player: Small vampire sprite
Forms:
Vampire β walks, jumps and explores
Bat β flies freely and can bite victims
Basic level loop
Start Level β Explore β Transform into Bat β Fly β Bite Victims β Reach Bite Target β Level Complete
For example:
Level 1: Bite 5 victims
Level 2: Bite 8 victims
Level 3: Bite 12 victims
Level 4: Bite 15 victims + avoid vampire hunters
Level 5: Bite 20 victims + Halloween boss
1. Create the project
Create:
Games β Blank β Blueprint
Recommended settings:
- Blueprint
- Desktop
- Maximum Quality
- Side Scroller-style camera
- Starter Content optional
Create these folders:
Content
βββ Blueprints
β βββ Player
β βββ Enemies
β βββ Pickups
β βββ Levels
β βββ UI
βββ Characters
βββ Animations
βββ Sprites
βββ Sounds
βββ Materials
2. Player character
Create:
BP_VampireCharacter
Parent:
Character
Components:
BP_VampireCharacter
β
βββ CapsuleComponent
βββ Sprite_Vampire
βββ Sprite_Bat
βββ SpringArm
β βββ Camera
βββ BiteCollision
For a 2D sprite game, you can use Paper 2D sprites.
If youβre using 3D characters with 2D-looking sprites, the same Blueprint logic works.
3. Player variables
Inside BP_VampireCharacter, create:
Boolean
IsBat
Default:
False
Integer
BiteCount
Default:
0
Integer
RequiredBites
Default:
5
Boolean
CanBite
Default:
True
Float
WalkSpeed
Example:
400
Float
BatSpeed
Example:
700
4. Vampire movement
For the vampire form, use normal platform movement.
Input
Create:
IA_Move
with:
A / Left Arrow
D / Right Arrow
Blueprint:
IA_Move
β
βΌ
Get Axis Value
β
βΌ
Add Movement Input
β
βββ World Direction = X
The vampire can therefore run left and right.
5. Jump
Create:
IA_Jump
Blueprint:
IA_Jump
β
βΌ
Branch
Condition = NOT IsBat
β
βΌ
Jump
So the vampire can jump normally.
6. Transform into a bat
Create:
IA_Transform
For example:
Space Bar
or perhaps:
B
Blueprint:
IA_Transform
β
βΌ
Branch
Condition = IsBat
β
βββ False
β β
β βΌ
β Become Bat
β
βββ True
β
βΌ
Become Vampire
7. Become Bat Blueprint
Create a custom event:
BecomeBat
Blueprint:
BecomeBat
β
βΌ
Set IsBat = TRUE
β
βΌ
Set Character Movement Mode
β
βΌ
Flying
β
βΌ
Set Max Walk Speed
β
βΌ
Set Sprite_Vampire Visibility = FALSE
β
βΌ
Set Sprite_Bat Visibility = TRUE
Your bat now replaces the vampire.
8. Become Vampire
Create:
BecomeVampire
Blueprint:
BecomeVampire
β
βΌ
Set IsBat = FALSE
β
βΌ
Set Movement Mode = Walking
β
βΌ
Set Max Walk Speed = WalkSpeed
β
βΌ
Sprite Vampire = Visible
β
βΌ
Sprite Bat = Hidden
9. Bat flight
When IsBat == TRUE, the player should be able to fly in all directions.
A simple Blueprint approach:
IA_Move
β
βΌ
Branch
β
βββ IsBat FALSE
β β
β βΌ
β Add Movement Input
β
βββ IsBat TRUE
β
βΌ
Add Movement Input
β
βββ X direction
β
βββ Z direction
You can therefore fly:
β β β β
rather than being restricted to the ground.
10. Bat flight speed
When transforming:
Get Character Movement
β
βΌ
Set Max Fly Speed
β
βΌ
700
For a faster bat:
900
You could even make power-ups increase this.
11. Bite attack
Create an input:
IA_Bite
Keyboard:
E
When pressed:
IA_Bite
β
βΌ
Branch
Condition = IsBat
β
βΌ
Branch
Condition = CanBite
β
βΌ
Play Bite Animation
β
βΌ
BiteCollision β Get Overlapping Actors
12. Bite collision
Create:
BiteCollision
Use a:
Sphere Collision
or:
Box Collision
Place it slightly in front of the batβs mouth.
Example:
BAT
π¦
O
/|\
\
[BITE]
|
|
VICTIM
Set collision:
Collision Enabled = Query Only
13. Victim Blueprint
Create:
BP_Victim
Parent:
Character
Components:
Capsule
Sprite
Variables:
HasBeenBitten
Boolean:
False
14. Bite the victim
Inside the vampire:
BiteCollision
β
βΌ
Get Overlapping Actors
β
βΌ
For Each Loop
β
βΌ
Cast To BP_Victim
β
βΌ
Call Get Bitten
Inside BP_Victim, create:
GetBitten
Blueprint:
GetBitten
β
βΌ
Branch
HasBeenBitten?
β
βββ TRUE
β βββ Do Nothing
β
βββ FALSE
β
βΌ
Set HasBeenBitten = TRUE
β
βΌ
Play Bite Reaction
β
βΌ
Notify Vampire
This prevents the same victim from counting repeatedly.
15. Increase BiteCount
After successfully biting someone:
Victim GetBitten
β
βΌ
Get Player Character
β
βΌ
Cast BP_VampireCharacter
β
βΌ
BiteCount + 1
β
βΌ
Set BiteCount
β
βΌ
Update HUD
β
βΌ
Check Level Complete
16. Level completion
Create a custom event:
CheckLevelComplete
Blueprint:
CheckLevelComplete
β
βΌ
BiteCount >= RequiredBites?
β
Branch
/ \
FALSE TRUE
β
βΌ
Level Complete
The important comparison is:
BiteCount >= RequiredBites
So if the player needs 5 victims:
0 / 5
1 / 5
2 / 5
3 / 5
4 / 5
5 / 5
At 5:
LEVEL COMPLETE!
17. Level Complete Blueprint
Create:
BP_LevelManager
or put the logic in the Level Blueprint initially.
Create:
CompleteLevel
Blueprint:
CompleteLevel
β
βΌ
Disable Player Input
β
βΌ
Play Victory Animation
β
βΌ
Play Halloween Victory Music
β
βΌ
Delay 3 Seconds
β
βΌ
Open Level
For multiple levels:
Level_01
β
Level_02
β
Level_03
β
Level_04
β
Level_05
18. Halloween HUD
Create:
WBP_HUD
Put a small Halloween-style counter in the corner:
π©Έ VICTIMS
3 / 5
You can also display:
π¦ BAT FORM
when flying.
Example:
ββββββββββββββββββββββββββββ
β π©Έ VICTIMS 3 / 5 β
β β
β π β
β β
β π¦ β
β β
ββββββββββββββββββββββββββββ
19. Updating the counter
In WBP_HUD, create a Text variable:
VictimCounter
Bind it to:
Get Player Character
β
βΌ
Cast BP_VampireCharacter
β
βΌ
BiteCount
β
βΌ
RequiredBites
Return:
BiteCount + " / " + RequiredBites
For example:
3 / 5
20. Vampire/Bat transformation effect
Make the transformation feel satisfying.
When:
BecomeBat
play:
Smoke Effect
+
Dark Magic Particles
+
Bat Sound
Then:
Vampire Sprite Hidden
Bat Sprite Visible
You could briefly display:
β¦
π¦
WHOOSH!
21. Victim reactions
Different victims can have different reactions.
Create an enum:
VictimType
Values:
Villager
Guard
Witch
PumpkinMan
Ghost
Skeleton
When bitten:
Villager
SCREAM!
Guard
"Hey!"
Witch
laugh / curse
Ghost
ghostly scream
This gives the levels variety.
22. Donβt let the player bite the same victim twice
This is important.
Inside BP_Victim:
HasBeenBitten
Initially:
FALSE
On first bite:
FALSE
β
TRUE
On subsequent bites:
TRUE
β
Ignore
So:
Victim #1 β +1
Victim #1 β nothing
Victim #1 β nothing
rather than allowing the player to farm one victim.
23. Optional vampire hunter enemies
You could add:
BP_VampireHunter
The hunter carries:
Crossbow
and fires projectiles at the bat.
The bat must dodge:
π¦ β arrow β πΉ
If hit:
Health - 1
This gives the flying sections more challenge.
24. Level design
A typical level could look like:
π
π π¦
\
\
ποΈ π¨
\ |
\ π© |
\ |
πͺ¦ π¨ |
\ |
ββββββββββββββββ΄βββββββββββ
π§
The vampire starts on the ground.
He explores the level, finds victims, then:
SPACE
β
π§ β π¦
flies around the level and bites them.
25. Example Level 1
The Haunted Village
Required:
5 victims
Victims:
Villager
Villager
Witch
Villager
Ghost
Villager
The player needs any 5.
HUD:
π©Έ 0 / 5
After first bite:
π©Έ 1 / 5
After fifth:
π©Έ 5 / 5
Then:
LEVEL COMPLETE!
26. Level 2
The Graveyard
Required:
8 victims
New hazards:
- Falling gravestones
- Skeletons
- Ghosts
- Vampire hunters
- Spikes
The bat can fly above many hazards, but hunters can still attack.
27. Level 3
The Haunted Castle
Required:
12 victims
Add:
- Moving platforms
- Locked doors
- Secret rooms
- Gargoyles
- Witches
- Skeleton guards
The vampire must switch between:
VAMPIRE
β
BAT
to reach different areas.
28. Secret rooms
You can add hidden areas containing extra victims.
For example:
Normal route
β
βΌ
Door
β
ββββββββββββΊ Main Hall
β
βββ Secret Passage
β
βΌ
π©Έπ©Έπ©Έ
3 victims
This rewards exploration.
29. Complete Blueprint architecture
Iβd structure the project like this:
BP_VampireCharacter
β
βββ Movement
β
βββ Jump
β
βββ Transform
β βββ BecomeBat
β βββ BecomeVampire
β
βββ Flight
β
βββ Bite
β
βββ BiteCount
β
βββ CheckLevelComplete
BP_Victim
β
βββ Victim Type
βββ HasBeenBitten
βββ GetBitten
βββ Death/Reaction
BP_VampireHunter
β
βββ Detect Bat
βββ Aim
βββ Fire
βββ Damage Player
BP_LevelManager
β
βββ RequiredBites
βββ LevelComplete
βββ Victory
βββ LoadNextLevel
WBP_HUD
β
βββ Bite Counter
βββ Bat/Vampire Indicator
βββ Level Message
The core Blueprint
The most important gameplay chain is essentially:
PLAYER
β
Transform
β
βΌ
π¦ BAT FORM
β
βΌ
Fly Around
β
βΌ
Find Victim
β
βΌ
Press E
β
βΌ
Bite Collision
β
βΌ
Cast BP_Victim
β
βΌ
HasBeenBitten?
/ \
TRUE FALSE
β β
STOP βΌ
Set TRUE
β
βΌ
BiteCount + 1
β
βΌ
Update HUD
β
βΌ
BiteCount >= Required?
/ \
NO YES
β β
βΌ βΌ
Continue LEVEL CLEAR
This gives you a simple but expandable UE5.7 foundation. You can then add animations, sprite sheets, Halloween music, particle effects, bosses, power-ups, secret areas and increasingly difficult levels without having to rewrite the core system.
Can anyone help me to make it please?