ð§ Behavior Trees & EQS
Ludus edits AI decision logic from the Ludus chat in the plugin window inside the Unreal Editor. It works on Behavior Trees and the Environment Query System (EQS). It reads the existing asset first so edits fit the current structure.
This removes the manual node work in the Behavior Tree and EQS editors.
How to useâ
- Open the Ludus plugin window in the Unreal Editor (Unreal Engine 5.4 to 5.8).
- In the Content Browser, open the Behavior Tree, EQS query, or Blackboard you want to change, or reference it by name in the chat.
- Type your request in the Ludus chat, naming the tasks, decorators, or Blackboard keys to change.
- Review the staged nodes and Blackboard key changes.
Example prompt: "In BT_Enemy, add a Blackboard key TargetActor, and add a decorator so the chase branch only runs when TargetActor is set." Expected result: Ludus adds the
TargetActorBlackboard key, adds the decorator on the chase branch, and stages the tree for approval.
Options and limitsâ
- Edits cover tasks, decorators, and Blackboard keys (set, update, remove).
- Reference existing Blackboard keys by name so Ludus reuses them instead of creating duplicates.
Approvalsâ
Ludus will ask you for approval before making edits. See Approvals & Safety.