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Blueprint interactions

Basics​

When prompting Ludus regarding blueprints, requesting a screenshot is unnecessary. While this method often works, it is not required. Simply select the blueprint window you wish to work with in the plugin, and Ludus will automatically recognize the relevant viewport.

The viewport is the window currently visible to Ludus, which it uses for analysis and work. To optimize credit usage and ensure smooth operation, always select only one window you are interested in.

Working on multiple blueprints​

If you have multiple blueprints open, Ludus might ask you which blueprint you want to work on. You will then be able to select the blueprint you are interested in. If Ludus does not do this on its own, you can ask it if it sees 2 open blueprints. Use the widget to point Ludus to an open blueprint to focus on. This way you can be sure he sees it and you're definitely talking about the same thing.

Blueprint_selection

Choosing the type of results​

In many cases you can choose how Ludus responds. However, there are some complicated cases that can only be solved/implemented via C++ code or in blueprints.

Blueprint_C++

C++ Code​

If you want to get a specific answer to a blueprint-related issue, you can ask Ludus to answer you using C++ code. This way, Ludus, if only it’s possible in your specific problem, will prepare you ready-made, suggested code for implementation instead of verbally instructing you on how to create blueprint nodes.

Blueprint instructions widget

Blueprint instructions​

If you received an answer presented in C++ code but would like instructions on how to make changes directly to the Unreal Engine blueprints instead - just ask Ludus and it will generate detailed instructions.