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🏞ïļ Level & Scene Editing

Ludus edits levels and scenes from the Ludus chat in the plugin window inside the Unreal Editor. It moves and edits actors, changes their properties, adds and deletes actors, reorganizes level folders, and adds, edits, reparents, and removes components. It understands actors embedded in level files, so it can act on what is already placed in the scene.

This removes repetitive manual scene work: adjusting many actors, placing assets across a layout, and changing the same property on many actors at once.

How to use​

  1. Open the Ludus plugin window in the Unreal Editor (Unreal Engine 5.4 to 5.8).
  2. Open the level you want to edit, or reference actors by name or selection in the chat.
  3. Type your request in the Ludus chat, describing the actors and the change in terms of scale and context.
  4. Review the staged actor, property, and component changes. Example prompt: "Place torches along both sides of the corridor, spaced evenly, and give the scene a warmer, dimmer lighting mood." Expected result: Ludus places the torch actors along the corridor, adjusts the relevant lights for a warmer and dimmer look, and stages the changes for approval.

Practical examples​

  • Lighting and mood adjustments across a level.
  • Placing many assets across platforms or along a layout.
  • Mass property changes across selected actors (for example toggling Nanite, collision, or LOD settings).
  • Reorganizing level folders and reparenting components.

Placing generated meshes​

To bring generated meshes into a scene, see Asset Library & Import.

Options and limits​

  • Describe placement by scale and context (for example "along the corridor", "across each platform") rather than exact world coordinates.
  • Edits cover actors (move, edit, add, delete), actor properties, level folder organization, and components (add, edit, reparent, remove).
  • Review the staged actor list on large placement or mass-property requests before approving.

Approvals​

Ludus will ask you for approval before making edits. See Approvals & Safety.