ð ïļ Editing Overview
Ludus edits many different Unreal Engine systems directly from the chat in the plugin, not just Blueprints. Because it reads and understands the whole project first, an edit fits what is already there: it targets the right asset, keeps references intact, and stages every change for your approval before anything lands.
You describe the change in plain language, name or select the target, and Ludus makes the edit in the relevant editor.
What Ludus can editâ
- Materials: Material graphs and Material Instance parameters (colors, textures, scalar values), including project-scale edits across every affected instance.
- Niagara: emitters, module stacks, renderers, and emitter, renderer, data interface, and user parameters.
- Audio: Sound Wave file edits (trim, fade, loop, join, and more), plus MetaSound graphs and SoundCue setups.
- Behavior Trees & EQS: AI logic (tasks, decorators, Blackboard keys, EQS).
- MetaHuman: face solver and contour tracker leaf settings. Semantic roots are read-only.
- PCG: PCG graphs, pins, parameters, point generation, and placement.
- Levels & Scenes: actors, their properties and components, and level folder organization.
- Data Structures: Enum, Struct, and Data Table assets (entries, members, rows, and defaults).
- C++ & Live Coding: source files, compiled through Live Coding.
- Asset Management: create, delete, duplicate, rename, and move assets in the Content Browser.
Blueprints have their own section because they are a primary workflow. See Blueprints.
Approvalsâ
Ludus will ask you for approval before making edits. See Approvals & Safety.