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πŸ”Œ Blueprint Generation & Editing

Ludus AI introduces a powerful way to interact with Unreal Engine Blueprints: Natural Language Blueprint Editing. This feature allows you to create, modify, fix, and analyze Blueprints using simple conversation, acting as an intelligent pair programmer inside your editor.

Availability & Access​

Note: Blueprint Generation is currently in Beta.

To use Blueprint generation and editing features, you must meet the following requirements:

  1. Subscription Plan: Available on Pro (including Free Trial) and Enterprise plans.
  2. Agent Mode: You must select the Ludus Agent mode in the plugin interface.
  3. Beta Features: You must add blueprint_agent to the Beta Features list in the plugin settings to enable Blueprint editing. Detailed instruction can be found here Beta Features instruction

Common issues​

To avoid common issues, please ensure you follow these steps:

  1. Create the Blueprint First: Ludus cannot generate a new .uasset file from scratch. You must manually create an empty Blueprint in your Content Browser first.
  2. Targeting: You must have the Blueprint open in the editor or explicitly mention its name in your prompt.

Core Capabilities​

The Blueprint tool operates directly within the Unreal Engine Editor via the Ludus AI plugin.

Supported Blueprint Types​

Currently, Ludus AI fully supports the logic generation and editing for the following types:

  • Actor Blueprints: Includes all child classes such as Pawns, Characters, and Game Modes.
  • Level Blueprints: Direct logic editing within the level script.
  • Editor Utility Blueprints: Automation tools and editor scripts.
  • Blueprint Function Libraries: Static helper functions.
  • Widget Blueprints (UMG): Full support for operations on logic, nodes and graphs.
    • Note: Direct editing of the Visual Designer (hierarchy, layout, styling) is not yet supported.

Note: Other Blueprint types may function correctly, but they are not officially supported as they haven't been exhaustively tested

Future Support​

We are actively developing support for specialized graph types. Upcoming updates will include:

  • Material Graphs
  • Niagara Systems
  • Behavior Trees
  • Animation Blueprints

Working with External Plugins & FAB Assets​

Ludus AI treats external content exactly like your own code.

  • Universal Compatibility: Whether a Blueprint comes from a Marketplace plugin, a FAB asset pack, or an external library, Ludus analyzes it using the same deep-learning tools used for your project files.
  • Integration: You can ask the agent to "add a health component from Plugin X" or "fix the logic in this downloaded door asset," provided the asset is a standard Blueprint graph.
  • No Special Setup: No additional configuration is needed for the agent to "see" these nodes; it reads the graph structure directly from the editor.

Blueprint Loading Modes
To give you control over credit usage and processing depth, Ludus offers different Context Loading Modes.

ModeWhat it LoadsBest ForCostNotes / Limitations
OverviewNumber of graphs, nodes, functions, macros, variables.Checking Blueprint size & complexity.$⚠️ Stats only. No logic analysis.
HeaderNames and types of graphs, nodes, and variables.Understanding high-level purpose.$$⚠️ No detailed logic or pin connections.
BalancedLogic flow, node connections, functions, macros, variables.Most standard editing & debugging tasks.$$$βœ… Recommended. Excludes property default values.
FullEverything: logic, connections, variables, and all property values.Deep debugging where property values matter.$$$$$$⚠️ Very expensive. Use only if needed.
PropertiesOnly lists Blueprint properties and default values.Inspecting configuration & settings.$$$$$⚠️ No logic graphs loaded.