Skip to main content
Start free trial
Start free trial

Blueprints generation

From prompt to a wired UE Blueprint graph.
Clean, compiled, readable.

Describe the behavior in plain language. Ludus reads your project—existing Blueprints, variables, function libraries—and generates complete Event Graphs or edits existing ones. Events wired, functions and macros split out, every pin connected. You get a graph that passes code review.

14 days of Pro · 50,000 credits · $0 today

Ludus AI · Blueprints generation
Illustration: a first-person player pulls a lever that switches on the runway lights of a foggy airbase at dawn as a cargo plane comes in to land

How it works

  1. Blueprint graph generation.

    Describe the logic and Ludus spawns the nodes, wires them, creates variables and functions, and groups everything into comment boxes. A readable graph, not a node dump.

  2. Behavior Tree generation.

    Enemy and NPC logic built as Behavior Trees: tasks, decorators, and Blackboard keys set, EQS included where the AI reasons about space.

  3. UMG widget generation.

    Ludus builds Widget layouts wired to your gameplay logic: HUDs, menus, inventory screens. UI arrives connected, not as empty scaffolding.

Also in Blueprint generation

Complete Blueprint graphs generated inside your project, wired and compiled from simple prompt.

Complex BP Systems
Inventory, dialogue, or save systems built across multiple connected Blueprints.
Blueprint analysis
Ludus reads an unfamiliar graph and explains what it does and where the key connections are.
Convert BP to C++
Turn a prototyped Blueprint into equivalent C++ when performance calls for it.
Graph refactoring
Untangle spaghetti into functions, macros, and comment boxes without changing behavior.
Macro & function gen
Repeated node patterns extracted into reusable functions and macros.
Custom events and delegates
Event Dispatchers and bindings wired correctly between Blueprints.
BP debugging
Errors traced across Blueprints to the failing node, with a proposed fix.

AI Behavior Trees

Enemy and NPC logic built as Behavior Trees, from patrol to combat, ready to run.

Behavior Tree generation
Tasks, decorators, and services assembled into a working tree from a prompt.
Blackboard setup
Keys created and bound to the right tasks, so the tree runs without manual wiring.
Custom BT tasks
Task, decorator, and service nodes generated in Blueprint or C++ when built-ins fall short.
Perception setup
AI Perception configured for sight, hearing, and damage, hooked into the tree's decisions.
EQS queries
Environment Query System setups generated for cover points, flanking spots, and target selection.
Debug AI behavior
A misbehaving tree traced to the failing branch, with the fix proposed.

UMG Widgets

Game UI built as working widgets, with layout and bindings in place.

Widget generation
HUDs, menus, and inventory screens generated with anchors and hierarchy set correctly.
Widget logic wiring
Button events, visibility rules, and input handling connected in the Widget Blueprint.
Data binding
Health bars, ammo counters, and lists bound to the right gameplay values.
Widget animations
Fades, slides, and highlights created as widget animations from a description.
Responsive layouts
Layouts that hold across resolutions and aspect ratios, safe zones included.

Other things Ludus builds

  • Character animation

    Rigging and animation retargeting in minutes, instead of an entire afternoon.

  • VFX creation

    Niagara effects that don't start life as a blank template.

  • Sound design

    SFX, music and MetaSound graphs in Unreal Engine from a text description, without learning another node graph.

  • 3D modeling

    Mesh generation with clean topology and a sane polycount, delivered game-ready to your Content Browser.

  • Debugging

    Cross-Blueprint debugging that follows the reference chain for you.

What Unreal developers say

The mix of automation and precise, well-explained manual instructions makes it accessible and helpful for devs who need quick, clear support for gameplay features.

Marcel K.Ludus User

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

Questions before you start.

Still unsure? Ask us on Discord

  1. 01What 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.

  2. 02Why do you ask for a card?

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

  3. 03Does 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.

  4. 04Blueprints, 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.

  5. 05Is 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.

Your next feature is one prompt away.

Start a 14-day Pro trial. It runs in your editor today.