Skip to main content
Start free trial
Start free trial

The Complete AI Toolkit for 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.

Start free trial

Prototyping:FPSFrom greybox to gunfight: weapons, enemies, environment.

Chapter 01 of 05

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.

Chapter 02 of 05

Ludus 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.

Chapter 03 of 05

It 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.

Chapter 04 of 05

It dresses 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. Illustration: grey blockout of an aircraft hangar hall with a transport plane, a fuel trailer, a wall of sandbags, a forklift, crates and shelving racks
    1/4Blockout
  2. Illustration: the same hangar hall in Unreal’s Unlit view, the plane, fuel trailer, sandbags, forklift, crates and shelving racks in flat colors with no light or shadow
    2/4Models & materials (unlit)
  3. Illustration: the same hangar hall finished, golden light through the high windows over a gray transport plane, a white fuel trailer, sandbags, a yellow forklift, olive crates, blue barrels and orange shelving racks
    3/4Lit

4/4 Playable: the next chapter.

Chapter 05 of 05

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.

BP_Door is placed in 3 levels

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 toolMCPLudus
Sees your whole projectNo. Only what you pastePartly. What each tool call returnsYes. Blueprints, C++, assets and levels, and how they connect
Reads Blueprints in contextNo. One pasted graph, as textPartly. One asset per call, out of contextYes. Every graph, next to everything it touches
Knows your C++ and assetsNo. Only if you paste them inPartly. Depends on the server’s toolsYes. Classes, Data Tables, meshes, sounds and levels
Keeps up with changesNo. Paste it againPartly. Rediscovered on every callYes. Whole project synced live
Runs inside the Unreal EditorNo. In a browser tabPartly. An outside AI client calling editor toolsYes. Inside the Unreal Editor, as a plugin

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 6× cheaper. than a standard MCP setup. Ludus 1×, Another AI plugin 1.4×, and Standard MCP setup 6×.

Measured by the Ludus team on Ludus AI 1.0, same four tasks, September 2026. The other plugin’s cost is estimated from its run time. Results vary by task; the gap is widest on project-spanning work. How we got these numbersLudus AI vs the Epic MCP pluginLudus AI vs community MCP servers

See Ludus in action

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
Ludus inside Unreal Engine creating a desert golem and a winter mage from one prompt, over a desert scene with pink flowers

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.

And many more…

Not on the list? Ask in your own words: Ludus has already read your project.

Try it on your project

Ludus AI matches every Unreal Engine workflow.

Illustration: a first-person view from the open door of a helicopter flying low along a misty jungle river, a teammate on the skid and a second helicopter alongside, heading for a riverside camp

Prototype an FPS, the genre shown in the video

From greybox to gunfight: logic, weapons, enemies, environment. In that order.

  1. Illustration: a first-person kick bursting open a turquoise door in a sunlit seaside town, a teammate stacked against the wall with his rifle up

    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.

  2. Illustration: a first-person rifle shot down a rain-wet container port at dusk, the muzzle flashing, a tracer streaking and sparks bursting off the steel containers

    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.

  3. Illustration: at a snowy mountain radar station, an enemy on the tower platform staggers back from a hit in a burst of sparks, his rifle flying, as another falls into the snow

    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.

Illustration: a swordswoman running up stone steps through a tunnel of red torii gates in a misty bamboo forest as two ninjas leap toward her

Prototype an RPG

System-heavy by design: inventory, UI and a world’s worth of materials.

  1. Illustration: at a mountain camp at dusk, a swordswoman lays out loot from a bandit chest while a monk companion warms his hands at the fire

    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.

  2. Illustration: in a tea house overlooking an autumn maple garden, an old tea master hands a swordswoman a sealed letter

    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.

  3. Illustration: a swordswoman crosses a mountain shrine courtyard at dusk as fresh snow settles on the roofs, lanterns and torii gate

    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.

Illustration: an armadillo with a blue backpack slides across a frozen lake on snowy floating islands, collecting blue crystals

Prototype a platformer

Movement feel makes or breaks a platformer. Start there, then dress the world.

  1. Illustration: an armadillo curled into a ball launches off a sandstone ramp between desert floating islands, crystals arcing over the gap

    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.

  2. Illustration: an armadillo jumps between log platforms over a river in an autumn forest beside a water mill

    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.

  3. Illustration: an armadillo bounces off a giant teal mushroom toward golden coins and blue crystals on a sunlit cliffside path among floating islands

    Props, pickups, sparkle.

    Platforms, hazards and collectibles from a prompt or a reference image, with collision, a Niagara sparkle and a matching sound.

Backed by and building with

  • Concordia Design Accelerator logo
  • AWS Activate logo
  • AMD logo
  • Hartmann Capital logo
  • Google for Startups logo
  • 24 Ventures logo
  • Hard2Beat logo
  • Artificial Agency logo

Trusted by thousands of Unreal Engine developers.

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.

Daniel 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.

    Daniel B.Ludus User
  • It solved issues I spent days on in a few minutes.

    Robert B.Ludus User
  • As a technical designer, I love it. It saves me a lot of time on the C++ side.

    Nick 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.

    Pobato GamesIndie Studio

Try Pro on your own Unreal project, free for 14 days.

Prices in USD, ex. VAT

  • Pro

    14 days free

    $20per month

    $240 billed yearly

    Save $60 a year

    70,000 credits a month

    • Blueprints, materials, Niagara, C++ and more
    • 3D models, images, levels and animations
    • Deep project understanding and memory
    • Screen-view answers
    • IDE integrations via MCP
  • Studio

    $64per seat per month

    $768 per seat billed yearly

    Save $192 a year per seat

    250,000 credits a month per seat

    • Everything in Pro
    • Team collaboration
    • High-priority support
  • Ultimate

    $144per seat per month

    $1,728 per seat billed yearly

    Save $432 a year per seat

    600,000 credits a month per seat

    • Everything in Studio
    • Exclusive access to beta features

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.

  • Everything in Ultimate
  • Custom credit limits
  • Private cloud option
  • Project-based C++ knowledge
  • Dedicated support

Your project stays yours.

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.

Learn more about Ludus security and compliance

Questions before you start.

Still unsure? Ask us on Discord

  1. 01What is Ludus AI?

    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.

  2. 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.

  3. 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.

  4. 04Why do you ask for a card?

    Only to stop trial abuse. Nothing is charged during the 14-day trial.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. 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.

  15. 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.

  16. 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.

  17. 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.

  18. 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.

Join our Discord Community.

Where Unreal devs share builds, trade prompts and get instant help.

Join the Discord community

Sign up for Ludus AI updates

Get the latest Ludus AI updates in your inbox.

Wait for the security check to finish, then subscribe again. hello@ludusengine.com

What do you need?

Rolling Ludus out to a team? Talk to us.

A demo for your team, pricing for every seat, the private cloud option and answers for your security review.

Need a hand? Ask us anything.

A bug, a billing question or a how-to: tell us what is going on and someone on the team will reply by email.

Tell us about your team

Fields marked * are required.

At least 10 characters

Wait for the security check above to finish, then send again. hello@ludusengine.com

By sending this you agree to our Privacy Policy. (opens in a new tab)

Illustration: a desert town, a bazaar and a canyon of floating platforms at dusk

Your next feature is one prompt away.

Pro is free for 14 days. Open the project you already have and hand Ludus the tedious part.

European Funds, Republic of Poland and European UnionPolish Agency for Enterprise Development (PARP)