The Complete AI Toolkitfor Unreal Engine developers.
Instantly generate C++ code, Blueprints, scenes, sound, 3D models, VFX and animation. Get answers to all your UE5 questions and accelerate your workflow with the most advanced Unreal Engine AI.
Prototyping:FPSFrom greybox to gunfight: weapons, enemies, environment.System-heavy by design: inventory, UI and materials.Movement feel makes or breaks it. Start there.
Chapter 01 of 0501 / 05
Describe the behavior.Describe the behavior.
In plain language, inside the Unreal Editor: a door that bursts open on a kick, a chest that stays shut while locked, an Accessed None you cannot trace. Or paste the error and ask why it broke.
Ludus AI
You
The hangar door in L_Airbase won’t budge when I press E. Why? Make it kick open and keep the slam sound.
Ludus
It’s a Static Mesh, so nothing listens for the kick. I’ll add BP_KickableDoor with a kick event, a Timeline swing and SFX_DoorKick.
Ask Ludus…
Chapter 02 of 0502 / 05
Ludus reads your whole Unreal project.Ludus Ludus reads your whole Unreal project. reads your whole Unreal project.
Blueprints, C++ classes, assets and levels, and how they reference each other, read once and kept in sync as you work. The new graph casts to your own character and plays your own sounds, not placeholders.
ProjectReading projectUp to date
Content
Blueprints
BP_FirstPersonCharacter
BP_KickableDoorNew
Maps
L_Airbase
Audio
SFX_DoorKick
Materials
Live sync · Blueprints, C++, assets and levels
Chapter 03 of 0503 / 05
It builds your Blueprints.It It builds your Blueprints. builds your Blueprints.
Nodes placed, pins wired, variables and functions created, everything grouped in comment boxes. A graph that passes code review, not a node dump, and one you keep editing by hand. You approve every change before it lands.
BP_KickableDoorEvent GraphCompiled · 0 errors
Chapter 04 of 0504 / 05
It dresses your scene.It It dresses your scene. blocks out your scene.
Ask for a 3D model, a material, a Niagara effect or a sound. Each lands in your Content Browser set up: meshes retopologized with collision in place, materials with parameters exposed, MetaSounds wired. Assets you tune, not files you import and hook up by hand.
1/4Blockout
2/4Models & materials (unlit)
3/4Lit
4/4 Playable: the next chapter.
Chapter 05 of 0505 / 05
Press play.Press play.
Test it in PIE. Too slow, too loud, too floaty? Describe the change and Ludus edits the graph in place, keeping what already works.
Your FPS prototype, playable today. Designed by you, built with Ludus.
Sound: a heavy kick and the door slamming open, gunfire echoing through the hall, long bursts of rifle fire and casings ringing on the concrete.
Answers from your Unreal project, not guesses.
Every Blueprint, C++ class, asset and level in your Unreal Engine project, with every reference between them, synced in the background as you work. Ask about BP_Door and the answer starts from ADoorBase, not from a generic tutorial.
A sample Unreal project of 448 files: Blueprints: 110, Widgets: 44, Meshes: 72, Materials: 54, C++ classes: 63, Animations: 35, Levels: 15, and Sounds: 55.
Blueprints110
Meshes72
C++ classes63
Levels15
BPI_InteractableBP_DoorBP_ThirdPersonCharacterBP_PickupBP_ChestBP_GameModeBP_LeverADoorBaseL_AirbaseL_HarbourL_HubSFX_DoorCreakWhat a general AI tool sees
Widgets44
Materials54
Animations35
Sounds55
BP_Door is placed in 3 levels
ADoorBase (C++) is the parent of BP_Door
SFX_DoorCreak is played by BP_Door
BPI_Interactable is implemented by 4 Blueprints
BP_GameMode spawns the player that interacts
Not another AI tool in a sidebar, not an MCP connector.
Ludus runs inside the Unreal Editor and reads your whole project. A general AI tool sees only what you paste, an MCP connector only what each call returns.
How a general AI tool, an MCP connector and Ludus compare
AI toolGeneral AI tool
MCPMCP connector
LudusLudus
Sees your whole project
No. Only what you paste
Partly. What each tool call returns
Yes. Blueprints, C++, assets and levels, and how they connect
Reads Blueprints in context
No. One pasted graph, as text
Partly. One asset per call, out of context
Yes. Every graph, next to everything it touches
Knows your C++ and assets
No. Only if you paste them in
Partly. Depends on the server’s tools
Yes. Classes, Data Tables, meshes, sounds and levels
Keeps up with changes
No. Paste it again
Partly. Rediscovered on every call
Yes. Whole project synced live
Runs inside the Unreal Editor
No. In a browser tab
Partly. An outside AI client calling editor tools
Yes. Inside the Unreal Editor, as a plugin
Yes
Partly
No
Up to 10× faster and 6× cheaper than an MCP setup for Unreal Engine.
Ludus starts from a project it has already read. A standard MCP setup rediscovers it on every request, one tool call at a time, and every call is time and tokens you pay for.
Up to 10× faster. than a standard MCP setup. Ludus 6.35 min, Another AI plugin 13.42 min, and Standard MCP setup 59.25 min.
Up to 10× faster
than a standard MCP setup*
Ludus
6.35 min
Another AI plugin
13.42 min
Standard MCP setup
59.25 min
03060 min
Up to 6× cheaper. than a standard MCP setup. Ludus 1×, Another AI plugin 1.4×, and Standard MCP setup 6×.
Characters, animations, sound, effects, materials and Blueprints, generated inside Unreal Engine in minutes: a walk through the Ludus AI 1.0 update.
Ludus AI 1.0 · Unreal Editor
All-in-one AI toolkit for Unreal Engine.
Blueprints, C++, animation, VFX, sound, 3D models and debugging, one assistant inside the editor. Describe what you are stuck on in your own words, or browse by area.
All-in-one AI toolkit for Unreal Engine.
General development. One assistant across code, assets, and editor work, with your whole project as context.
General development. Ask anything about UE5 and get answers grounded in your project, not generic tutorials.
General development. Restructure code and assets across the project while references stay intact.
General development. Find the right UE5 class or function without digging through the source or wiki.
General development. The chat already knows your open level, selected actors, documentation, nodes, opened assets and Content Browser selection.
General development. Your C++ and Blueprints reviewed against UE conventions, issues flagged with fixes.
Blueprint generation. Inventory, dialogue, or save systems built across multiple connected Blueprints.
Blueprint generation. Ludus reads an unfamiliar graph and explains what it does and where the key connections are.
Blueprint generation. Turn a prototyped Blueprint into equivalent C++ when performance calls for it.
Blueprint generation. Untangle spaghetti into functions, macros, and comment boxes without changing behavior.
Blueprint generation. Repeated node patterns extracted into reusable functions and macros.
Blueprint generation. Event Dispatchers and bindings wired correctly between Blueprints.
Blueprint generation. Errors traced across Blueprints to the failing node, with a proposed fix.
Character animation. Humanoid mesh rigged into an animation-ready Skeletal Mesh from one prompt.
Character animation. Body-movement animations generated from a text description.
Character animation. Creatures, quadrupeds, and props rigged the same way as characters.
Character animation. Animations moved between skeletons, mismatched hierarchies included.
Character animation. Adjust timing, poses, or motion by describing the change.
VFX creation. Emitters, module stacks, and renderers assembled from a prompt.
VFX creation. Effect, material, and parameters delivered together, ready to tune.
VFX creation. Modules added, removed, or reordered in systems you already have.
VFX creation. Color grading, bloom, and post-process volumes configured on request.
Material generation. Instances created off master materials, with the parameters exposed where you'd want to tune them.
Material generation. Works with Substrate materials, not just the legacy shading model.
Material generation. Reusable material functions built from a description and wired into your graphs.
Material generation. Describe the change and Ludus edits the graph—no node hunting.
Material generation. Drop in textures and get a wired material: channels mapped, normals and roughness in place.
Sound design. Level themes, menu tracks, and short stings generated from a mood description.
Sound design. Sound effects generated from text, footsteps to explosions.
Sound design. Looping environmental soundscapes for levels and interiors.
Sound design. MetaSound graphs and SoundCues built with attenuation and routing set.
Image Generation. Images from text with asset, character, and scene modes, upscaling to 2160p.
Image Generation. Change an existing image by describing the edit.
Image Generation. New textures applied to a finished mesh from a text description.
3D modeling. A 3D model from a prompt, placed straight into your level.
3D modeling. A mesh built from a reference image or concept art.
3D modeling. Clean topology, quad option included, on any generated or imported mesh.
3D modeling. LOD chains generated so distant meshes stop costing full price.
3D modeling. Multiple variants of one asset for set dressing without visible repetition.
Debugging. Errors explained and fixed with the whole project as context.
AI Behavior Trees. Tasks, decorators, and services assembled into a working tree from a prompt.
AI Behavior Trees. Keys created and bound to the right tasks, so the tree runs without manual wiring.
AI Behavior Trees. Task, decorator, and service nodes generated in Blueprint or C++ when built-ins fall short.
AI Behavior Trees. AI Perception configured for sight, hearing, and damage, hooked into the tree's decisions.
AI Behavior Trees. Environment Query System setups generated for cover points, flanking spots, and target selection.
AI Behavior Trees. A misbehaving tree traced to the failing branch, with the fix proposed.
PCG graphs. Sampling, filtering, and spawning nodes wired into a working graph from a prompt.
PCG graphs. Vegetation, rocks, and props distributed with density, slope, and exclusion rules in place.
PCG graphs. Rules adjusted in graphs you already have, by describing the change.
PCG graphs. An inherited graph broken down node by node, so you know what to touch.
UMG Widgets. HUDs, menus, and inventory screens generated with anchors and hierarchy set correctly.
UMG Widgets. Button events, visibility rules, and input handling connected in the Widget Blueprint.
UMG Widgets. Health bars, ammo counters, and lists bound to the right gameplay values.
UMG Widgets. Fades, slides, and highlights created as widget animations from a description.
UMG Widgets. Layouts that hold across resolutions and aspect ratios, safe zones included.
And many more…
Not on the list? Ask in your own words: Ludus has already read your project.
Prototype an FPS, the genre shown in the videoShown in the video
From greybox to gunfight: logic, weapons, enemies, environment. In that order.
You ask Ludus“Wire BP_Rifle into my character: fire, reload and aim down sights, with fire rate, spread and ammo exposed. Add a melee door breach on E.”See the prompt
01
Weapons and door breaches, wired in.
Describe the gun or the move: hitscan or projectile, fire rate, spread, ammo, ADS, a melee breach that bursts doors open. Ludus wires the Blueprints into your character, ready to test in the game.
You ask Ludus“Wire BP_Rifle into my character: fire, reload and aim down sights, with fire rate, spread and ammo exposed. Add a melee door breach on E.”
You ask Ludus“Give BP_Rifle a muzzle flash, tracers and impact decals per surface, plus fire and reload sounds.”See the prompt
02
Niagara VFX and weapon sound.
Muzzle flash, tracers and impact decals per surface type, with layered fire and reload MetaSounds. You tune values, not node graphs.
You ask Ludus“Give BP_Rifle a muzzle flash, tracers and impact decals per surface, plus fire and reload sounds.”
You ask Ludus“Rig SK_Mercenary, add hit reactions and a death, and wire them into its Anim Blueprint.”See the prompt
03
Enemy animation without a mocap session.
Ludus rigs your enemy meshes, adds hit reactions and deaths and wires the Anim Blueprint states, retargeting skeletons that don’t match.
You ask Ludus“Rig SK_Mercenary, add hit reactions and a death, and wire them into its Anim Blueprint.”
System-heavy by design: inventory, UI and a world’s worth of materials.
You ask Ludus“Set up an inventory on DT_Items with equip slots, stacking and loot drops, all driven by the table.”See the prompt
01
Inventory Blueprints, data-driven from day one.
Equip slots, stackable items, stat modifiers and loot, backed by your Data Tables: item 200 is a table row, not a rewire.
You ask Ludus“Set up an inventory on DT_Items with equip slots, stacking and loot drops, all driven by the table.”
You ask Ludus“Build a dialogue window and a quest log, plus an inventory screen with drag and drop and tooltips, bound to my character’s stats.”See the prompt
02
UMG screens, bound to gameplay.
Inventory, dialogue and quest-log widgets with drag and drop and tooltips. The UI logic nobody enjoys wiring by hand arrives connected.
You ask Ludus“Build a dialogue window and a quest log, plus an inventory screen with drag and drop and tooltips, bound to my character’s stats.”
You ask Ludus“Find every material instance that uses M_RoofTiles and give the shrine rooftops a fresh-snow winter variant.”See the prompt
03
One request, every material it touches.
Weather every iron blade or lay fresh snow over every roof and lantern. Ludus has read the project, so it finds every material instance the change affects.
You ask Ludus“Find every material instance that uses M_RoofTiles and give the shrine rooftops a fresh-snow winter variant.”
Movement feel makes or breaks a platformer. Start there, then dress the world.
You ask Ludus“Add a speed-boosted roll, jump buffering and air control to BP_Armadillo, with the numbers exposed for tuning.”See the prompt
01
Movement you tune by feel.
Hand over your design doc: a speed-boosted roll, jump buffering and air control land in your Character Blueprint. Adjust the numbers until it feels right.
You ask Ludus“Add a speed-boosted roll, jump buffering and air control to BP_Armadillo, with the numbers exposed for tuning.”
You ask Ludus“Generate run, jump, glide and land animations for SK_Armadillo and set up the State Machine and Blend Space.”See the prompt
02
Run, jump, land, wired in.
Locomotion animation on your skeleton, with the State Machine and Blend Spaces built to match. No retiming loops frame by frame.
You ask Ludus“Generate run, jump, glide and land animations for SK_Armadillo and set up the State Machine and Blend Space.”
You ask Ludus“Make a bouncy mushroom pad and a glowing crystal pickup, each with collision, a Niagara sparkle and a matching sound.”See the prompt
03
Props, pickups, sparkle.
Platforms, hazards and collectibles from a prompt or a reference image, with collision, a Niagara sparkle and a matching sound.
You ask Ludus“Make a bouncy mushroom pad and a glowing crystal pickup, each with collision, a Niagara sparkle and a matching sound.”
“No tool is magic, but Ludus AI gets very close for UE work. It doesn’t replace expertise, yet it accelerates debugging, code generation, and scene prep so much that it feels unfair.
DDaniel D.Ludus User
“I have tried multiple AI tools to speed up the process of learning and creating in Unreal Engine. Ludus AI not only outperformed them all - it actually guided me with zero failures or errors along the way.
DDaniel B.Ludus User
“It solved issues I spent days on in a few minutes.
RRobert B.Ludus User
“As a technical designer, I love it. It saves me a lot of time on the C++ side.
NNick M.Technical Designer
“Ludus AI is a powerful assistant for Unreal developers. Whether you’re prototyping, debugging, or learning the engine, it can help you out.
PPobato GamesIndie Studio
Try Pro on your own Unreal project, free for 14 days.
14 days of all Pro features, with 50,000 credits included.
Enterprise
Ludus for your whole studio
Built for the work standards of AAA productions. Custom credit volume, a private cloud option and a dedicated team help you roll Ludus out across every project and seat.
Ludus is independently certified to ISO 27001 and SOC 2 Type 2, and fully GDPR compliant. Your code and data are never used to train AI, never sold, and stay with you.
Ludus AI is an AI toolkit for Unreal Engine 5 that works inside the Unreal Editor and knows your whole project. It generates, explains and debugs Blueprints and C++, answers UE5 questions about your own project, and makes 3D models, VFX, sound, materials and animation, so the tedious and the tricky parts go faster and your time goes to the creative side.
02Will Ludus make my game for me?
No, and it is not meant to. You make the game; Ludus takes the tedious and the tricky parts off your plate. It answers questions about your project, helps you prototype, traces bugs across Blueprints and C++, cleans up tangled graphs and makes 3D models, VFX, sound and materials for you to tweak. It proposes each change, and you decide what goes in.
03What happens when the trial ends?
Pro continues at $25/mo, or $20/mo if you choose yearly billing. We email you 3 days before the trial ends, and you can cancel in one click from Settings.
04Why do you ask for a card?
Only to stop trial abuse. Nothing is charged during the 14-day trial.
05Does it work with my existing project?
Yes. Ludus runs inside the Unreal Editor on Unreal Engine 5.4–5.8, on Windows, macOS, and Linux. It reads your Blueprints, C++, assets and levels, so answers and changes fit the project you already have.
06Blueprints, C++ or both?
Both. Ludus reads, explains and edits Blueprint graphs, Behavior Trees, widgets and materials, writes and refactors C++, traces an error across both, and can move a prototyped Blueprint to C++ when performance calls for it. You approve every change.
07Is my code safe?
Ludus is independently certified to ISO 27001 and SOC 2 Type 2 and is GDPR compliant. The trust center explains how your code and data are handled.
08What are credits?
Every request uses credits, and bigger tasks use more. Pro includes 70,000 credits a month, Studio 250,000 per seat and Ultimate 600,000 per seat. Paid plans can add credit packs that never expire.
09Is there a free plan?
You can create an account for free, but the Free plan has no credits, so the agent needs the Pro trial or a paid plan to run.
10Can my team use it?
Yes. Studio and Ultimate share one credit pool across seats, with roles and invites. Managers who only handle billing join free.
11How is this different from a general AI tool or an MCP connector?
A general AI tool sees the one graph you paste. Ludus works inside the editor and syncs your whole project live, so it knows how your Blueprints, C++ classes, assets and levels work together, and its answers and edits fit that logic. Compared with a standard MCP setup it is up to 10× faster and up to 6× cheaper, depending on the task.
12Which operating systems and Unreal Engine versions does Ludus support?
Ludus runs inside the Unreal Editor on Unreal Engine 5.4–5.8, on Windows, macOS, and Linux. After signing in, download the installer from the Plugin page. One installer finds every engine on your machine and adds the matching plugin build to each, so there is no version to pick and nothing to unpack.
13How are credits used in Ludus?
Every request to Ludus uses credits, and bigger tasks use more. Each time you send a message Ludus re-reads the conversation for context, so clear prompts and focused conversations use fewer credits.
14Do credits roll over to the next month? What about credit packs?
Subscription credits do not roll over: they last until the end of your billing cycle, and on a yearly plan they renew every month. Paid plans can buy credit packs, and credits from packs never expire.
15Can I upgrade, downgrade or cancel at any time?
Yes. When you upgrade, the unused part of your current plan is credited toward the new one. A downgrade, or a switch from yearly to monthly billing, takes effect at the end of your billing cycle, and so does a cancellation. You can also cancel during the 14-day trial, before the first charge.
16What is the refund policy?
Subscription payments are generally non-refundable, which is why Pro starts with a 14-day free trial. If you believe credits were deducted because of a bug on our side, email support@ludusengine.com and we will look into it.
17How do I check my current credit balance?
Your current credit balance appears under your username. Open Credits in the app for detailed usage information.
18What does a pending payment mean?
The payment has started but has not completed yet. Allow up to 20 minutes and check that your payment method is valid. Contact support if it stays pending.
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