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🔷 Blueprints

Ludus generates, edits, analyzes, and refactors Blueprint visual scripts from the Ludus chat in the plugin window inside the Unreal Editor. You describe the behavior you want in plain language, and Ludus spawns and wires nodes, creates variables and functions, sets defaults, and organizes logic. Before it changes a graph, it reads the existing Blueprint, its variables, and any function libraries it depends on so the edit fits what is already there.

This removes the manual work of placing and wiring nodes by hand: you describe the behavior, and Ludus applies the graph changes directly to the Blueprint.

How to use​

  1. Open the Ludus plugin window in the Unreal Editor (Unreal Engine 5.4 to 5.8).
  2. In the Content Browser, open the Blueprint you want to change, or reference it by name in the chat.
  3. Type your request in the Ludus chat, naming the target graph (Event Graph, a specific function, or a Widget graph).
  4. Open the Blueprint to see the updated nodes, variables, and connections.

Example prompt: "In BP_Door, add a bool variable IsLocked, and in the Event Graph gate the open logic behind it so a locked door does not open." Expected result: Ludus creates the IsLocked variable, adds a Branch on it before the existing open logic, and wires the pins in the Blueprint.

What Ludus can build​

  • Variables, functions, and default values.
  • Timelines, custom events, and delegates.
  • Widget (UMG) graph logic.
  • For Animation Blueprints and Animation State Machines, see Character Animation.
  • Logic grouped into comment boxes for readability.

Multi-Blueprint systems​

Because Ludus has read the project, it can build systems that span several connected Blueprints (for example inventory, dialogue, or save systems) and wire custom events and delegates between them in one request. See Effective Prompting for how to scope a large request.

Reading, explaining, and refactoring​

  • Analyze an unfamiliar graph and explain what it does.
  • Refactor tangled logic into functions, macros, and comment boxes without changing behavior.
  • Extract repeated node patterns into reusable functions or macros.

Options and limits​

  • Refactors preserve behavior; describe the intent (for example "extract into a function") rather than exact node positions.
  • Complex systems: split very large requests into smaller ones so each change stays manageable.

Tool-level approvals still apply depending on your mode. See Approvals & Safety.