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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

Use case

FPS games, built with Ludus

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

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

  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

    Step 1

    Weapon Blueprints from one prompt.

    Describe the gun: hitscan or projectile, fire rate, spread, ammo, ADS. Ludus generates the weapon Blueprint wired into your character, ready to test in the game.

    Prompt to try

    Create a hitscan carbine Blueprint: a 30-round magazine, semi-auto and full-auto fire modes and tighter spread when aiming down the holographic sight, wired to BP_FirstPersonCharacter.

  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

    Step 2

    Niagara muzzle flash, tracers, and weapon SFX.

    One description covers the whole stack: muzzle flash, tracers, impact decals per surface type, plus layered fire and reload sounds set up as MetaSounds. You tune values, not node graphs.

    Prompt to try

    Add a muzzle flash, bullet tracers and impact decals for metal, concrete and water to BP_Rifle, with layered fire and reload MetaSounds.

  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

    Step 3

    Enemy animation without a mocap session.

    Ludus rigs your enemy meshes, generates hit reactions and deaths, and wires the Anim Blueprint states. Retargeting handles skeletons that don’t match. Prompt Ludus for an environment you like and you are ready to go.

    Prompt to try

    Rig SK_Mercenary, generate hit reactions and two death animations, and wire them into its Anim Blueprint.

Other genres

  • RPG games

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

  • Platformer games

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

What Unreal developers say

  • 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
  • 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
  • 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
  • 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
  • The difference in development process is incredible.

    Kosta O.Ludus User
  • It’s amazing. My learning curve has skyrocketed.

    Brad S.Ludus User
  • It’s such an incredible tool for devs! I’m glad to have found this.

    Andrew L.Ludus User
  • Unreal Engine can now be more accessible than ever before.

    Ngoc A.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.

Start your FPS this week.

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