ðĪ Agent Overview
Ludus is an AI agent that runs inside the Unreal Editor. You open it from a dedicated Ludus button in the Level Editor toolbar, describe what you want in plain language, and Ludus does the work in your project: it edits Unreal systems, generates assets, and answers questions about your code and content. Every change that touches your project is staged for your approval first.
What makes Ludus an agentâ
Ludus reads and understands your whole project before it acts: Blueprints, C++ code, data structures, sounds, documents, and actors embedded inside level files. Because it has that context, it does not guess. It knows which graph threw an error, which Material Instances an edit affects, and which assets are selected in your Content Browser.
For larger requests, Ludus proposes a plan, tracks progress on a to-do checklist, splits work across parallel sub-agents, and keeps long-term memory of your project. See Planning, Memory & Sub-agents.
Choose how it worksâ
Ludus runs in three modes that trade speed against depth. You pick one per chat. See Modes for when to use each.
What Ludus can editâ
Ludus modifies these Unreal systems directly, staging changes for approval:
- Blueprints: nodes, variables, functions, Timelines, custom events, and Widget (UMG) logic.
- Materials: Material graphs and Material Instance parameters.
- Niagara: emitters, modules, renderers, and parameters.
- Audio (MetaSound & SoundCue): audio graphs, DSP node properties, and routing.
- Behavior Trees & EQS: AI logic (tasks, decorators, Blackboard keys, EQS).
- MetaHuman: face solver and contour tracker leaf settings.
- PCG: graphs, pins, parameters, point generation, and placement.
- Levels & Scenes: actors, properties, components, and level folders.
- Data Structures: Enum, Struct, and Data Table assets.
- C++ & Live Coding: source files, compiled through Live Coding.
- Asset Management: create, rename, move, and duplicate assets in the Content Browser.
What Ludus can generateâ
Generated assets import automatically with the correct skeleton, materials, and textures, and appear in your Asset Library & Import:
- Images: textures, sprites, and reference art.
- 3D Models & Transforms: meshes from text or a reference image, plus retopology and other transforms.
- Auto-Rigging: a static mesh turned into an animation-ready skeletal mesh.
- Character Animation: animation generation, retargeting, stitching, Animation Blueprints (ABP), and Control Rig.
How changes are appliedâ
Sensitive actions pause for your approval before they run. Each prompt shows a countdown and lets you allow or deny, and you can set rules to auto-approve trusted actions. This is the control surface that lets the agent work safely in a live project. See Approvals & Safety.