Recipe System¶
Recipes are the heart of Asset Scaffolding. They define templates for creating game assets quickly and consistently.
What is a Recipe?¶
A recipe is a template that describes:
- What type of asset to create
- What components to include
- Default property values
- Event implementations
- Dependencies on other systems
When you apply a recipe, Asset Scaffolding generates a complete, production-ready asset.
Built-in Recipes¶
Asset Scaffolding includes curated recipes for common game systems.
Character Recipes¶
| Recipe | Creates | Best For |
|---|---|---|
| FPS Character | First-person character with arms | Shooters, exploration |
| Third Person Character | Full body with camera arm | Action games, RPGs |
| Platformer Character | Side-view jump character | 2D-style games |
| Top Down Character | Overhead view character | Strategy, twin-stick |
| Vehicle Character | Drivable vehicle base | Racing, open world |
Core System Recipes¶
| Recipe | Creates | Purpose |
|---|---|---|
| Game Mode Base | Game mode with basic rules | Game flow control |
| Player Controller | Input handling controller | Player input |
| Game Instance | Persistent game data | Cross-level data |
| Save Game | Serializable save data | Save/load system |
| Game State | Replicated game state | Multiplayer state |
Mechanics Recipes¶
| Recipe | Creates | Features |
|---|---|---|
| Door | Openable door | Trigger, animation, sound |
| Elevator | Moving platform | Waypoints, timing |
| Pickup Item | Collectible | Overlap detection, effects |
| Checkpoint | Respawn point | Save position, feedback |
| Trigger Zone | Generic trigger | Overlap events, filtering |
| Destructible | Breakable object | Health, destruction fx |
| Projectile | Spawnable projectile | Movement, collision, damage |
UI Recipes¶
| Recipe | Creates | Elements |
|---|---|---|
| HUD Base | Heads-up display | Health, ammo, minimap areas |
| Main Menu | Title screen | Buttons, background, audio |
| Pause Menu | In-game pause | Resume, settings, quit |
| Inventory Grid | Item display | Grid layout, tooltips |
| Dialog Panel | Conversation UI | Text, portraits, choices |
| Settings Menu | Options screen | Graphics, audio, controls |
| Loading Screen | Level transition | Progress bar, tips |
AI Recipes¶
| Recipe | Creates | Behavior |
|---|---|---|
| AI Controller | Base AI controller | Perception, decision making |
| Patrol AI | Waypoint patrol | Path following, idle states |
| Combat AI | Attack behaviors | Target selection, attacks |
| Companion AI | Follow player | Following, assistance |
| Behavior Tree | Decision tree | Nodes, decorators |
| Blackboard | AI memory | Keys, data types |
Recipe Anatomy¶
Basic Structure¶
Every recipe defines:
[Recipe Name]
├── Asset Type (Blueprint, Widget, etc.)
├── Parent Class (Actor, Character, etc.)
├── Components
│ ├── Component 1 with defaults
│ ├── Component 2 with defaults
│ └── ...
├── Variables
│ ├── Variable 1 with type and default
│ └── ...
├── Events
│ ├── BeginPlay implementation
│ ├── Custom events
│ └── ...
└── Dependencies
└── Required systems
Example: Pickup Item Recipe¶
Name: Pickup Item
Category: Mechanics
Parent: Actor
Components:
StaticMeshComponent "Mesh":
- Mobility: Movable
- Collision: NoCollision
SphereComponent "Trigger":
- Radius: 100
- CollisionEnabled: QueryOnly
- GenerateOverlapEvents: true
RotatingMovementComponent "Rotator":
- RotationRate: (0, 90, 0)
Variables:
PickupValue: Integer = 10
PickupSound: SoundBase = null
PickupEffect: ParticleSystem = null
Events:
OnComponentBeginOverlap(Trigger):
- Check if overlapping actor is player
- Apply pickup effect
- Play sound
- Destroy self
Dependencies:
- GameplayInterface (for interaction)
Using Recipes¶
Applying a Recipe¶
- Browse to the recipe in Game Factory or Recipe Library
- Click the recipe
- Enter asset name
- (Optional) Adjust location
- Click Create
Customization Options¶
Some recipes offer options:
- Variants: Different configurations
- Optional Components: Include/exclude features
- Initial Values: Set starting properties
Post-Creation¶
After creating from a recipe:
- Asset appears in Content Browser
- Open to customize further
- Add game-specific logic
- Connect to other systems
Recipe Categories¶
By Complexity¶
Simple Recipes:
- Single asset
- Few components
- Minimal logic
Complex Recipes:
- Multiple assets
- Many components
- Extensive logic
- Dependencies
By Use Case¶
Prototyping Recipes:
- Quick and dirty
- Placeholder art
- Basic functionality
Production Recipes:
- Complete implementation
- Proper architecture
- Performance-conscious
Custom Recipes¶
Create your own recipes in Studio Mode.
For the complete JSON schema reference, see the Schema v3 Authoring Guide.
When to Create Custom Recipes¶
- You create the same thing repeatedly
- Your team needs standardized assets
- You want to encode best practices
- You're building a reusable library
Recipe Best Practices¶
- Single Responsibility: One recipe, one purpose
- Clear Naming: Descriptive, consistent names
- Documentation: Describe what and why
- Testing: Verify before sharing
- Dependencies: Clearly state requirements
Recipe Libraries¶
Default Library¶
Ships with Asset Scaffolding:
- Professionally designed
- Regularly updated
- Works out of the box
Custom Library¶
Your recipes:
- Stored per-user
- Exportable/importable
- Team-shareable
Community Libraries¶
(Future feature)
- Share with community
- Download popular recipes
- Rate and review
Tips¶
Start with Built-in¶
Don't reinvent the wheel:
- Check if a built-in recipe exists
- Apply it
- Customize as needed
Learn from Recipes¶
Recipes teach good practices:
- Open a generated asset
- Study the component setup
- Understand the event logic
- Apply patterns to your own work
Combine Recipes¶
Complex systems use multiple recipes:
- Create character from recipe
- Add inventory from recipe
- Connect them together
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