âïļ C++ & Live Coding
Ludus creates and edits C++ source files from the Ludus chat in the plugin window inside the Unreal Editor. When it finishes an edit, it triggers Live Coding compilation automatically: the change compiles and the editor stays open, so you do not restart the editor to pick up the code.
This removes the round trip of switching to your IDE, writing boilerplate, compiling, and returning to the editor.
How to useâ
- Open the Ludus plugin window in the Unreal Editor (Unreal Engine 5.4 to 5.8).
- Ask Ludus in chat to create or edit
.cppand header (.h) files in your project.
Example prompt: "Add a UFUNCTION ApplyDamage(float Amount) to AEnemyCharacter that reduces Health and destroys the actor at zero."
What Ludus can doâ
- Write gameplay C++ into your project source.
- Look up C++ API usage.
- Review C++ against Unreal Engine conventions.
- Propose optimizations.
Tracing errorsâ
Ludus can trace errors across Blueprints, casts, and C++. For a debugging workflow, see Troubleshooting.
Options and limitsâ
- Live Coding applies to source that Live Coding supports; some changes (for example header or type layout changes) may require a full editor restart per standard Unreal Engine behavior.
- Ludus writes into your project source; review the staged files before approving.
Approvalsâ
Ludus will ask you for approval before making edits. See Approvals & Safety.