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NEW Now on UE 5.8

AI-Powered Unreal Editor

Control every aspect of Unreal Engine 5 with natural language. 13 MCP + cu CLI for 449 commands. Zero boilerplate. Powered by Claude Code, or any MCP client.

Everything you need to supercharge UE5 development

A comprehensive MCP plugin that bridges Claude AI with every corner of Unreal Engine.

449 Commands

Hybrid MCP + cu CLI surface across scenes, blueprints, materials, animation, AI, terrain, UI, physics, packaging, and 62 subcategories.

Natural Language

Describe what you want in plain English — Claude automatically picks the right tools and executes them.

MCP Protocol

Built on Model Context Protocol for seamless integration with Claude Code and Claude Desktop.

Any MCP Client

Not locked to Claude. Cursor, Cline, Windsurf, Antigravity, or any MCP-capable agent can drive the editor over the same TCP bridge.

Official MCP (UE 5.8)

Optionally mount ClaudeUnreal's tools onto Epic's built-in UE 5.8 MCP server via the Toolset Registry — run a single server. Early preview.

Real-time

TCP live connection with instant feedback. Operate directly inside the Editor — what you say is what you get.

Three-Layer Architecture

C++ Handler → Bridge → Python MCP. Stable, extensible, and easy to add your own custom tools.

UE 5.7 & 5.8

The same plugin runs on both Unreal Engine 5.7 and 5.8 — Nanite, World Partition, Enhanced Input, Lumen/MegaLights, and more.

Embedded Terminal

Built-in Claude Code terminal inside Unreal Editor. No window switching — AI lives right in your editor.

Auto Configuration

Plugin auto-writes .mcp.json, Claude settings, and tool permissions on startup. Zero manual setup required.

Autonomous Mode

Enable "Skip Permissions" in Project Settings to let Claude execute all actions without prompts — fully autonomous workflow.

The Agent Loop

Claude doesn't just edit — it runs your game, reads the output, and fixes the problem.

  • 1
    Start the game — Claude launches PIE directly from the editor
  • 2
    See what happened — Screenshot + runtime log capture the exact failure
  • 3
    Diagnose in context — Log output pinpoints the NavMesh path error
  • 4
    Intervene at runtime — Console command resets NPC state mid-session
  • 5
    Close the loop — Stop, fix, and iterate — no human in the loop
claude — agent loop
Step 1 cu start_play_in_editor()
Game session started
Step 2 cu take_screenshot_pie(filepath="debug.png")
Screenshot captured
Step 3 cu get_runtime_log(lines=50)
[Warning] NPC_Guard: NavMesh path not found at (-200, 300, 0)
Step 4 mcp exec_console_command(command="ke * SetAgentState Idle", target="pie")
Command executed
Step 5 cu stop_play_in_editor()
Session stopped. Applying fix to BP_Guard...

449 tools across 22 categories

62 subcategories covering every aspect of Unreal Engine — from spawning actors to packaging builds.

Get started in minutes

Four simple steps to connect Claude AI with your Unreal Engine editor.

1

Install from FAB

Get the ClaudeUnreal plugin from FAB Marketplace and enable it in your Unreal project.

  1. 1 Search for "ClaudeUnreal" on FAB Marketplace
  2. 2 Purchase and install to your UE project
  3. 3 Enable ClaudeUnreal in Edit → Plugins
2

Verify Python + uv

The MCP server is auto-configured by the plugin. You just need Python 3.10+ and uv installed locally.

# Verify Python is installed
python --version  # Requires 3.10+

# Verify uv is installed (recommended package manager)
uv --version
# If not installed:
curl -LsSf https://astral.sh/uv/install.sh | sh
3

Configure Claude

The plugin auto-writes .mcp.json on startup. You must have a paid Claude Code or Claude Desktop subscription (Pro/Team/Enterprise). The plugin does not include Claude access.

Auto-configured The plugin writes .mcp.json on startup. Manual config only if needed:

{
  "mcpServers": {
    "claude-unreal": {
      "command": "uv",
      "args": [
        "--directory",
        "<project>/Plugins/ClaudeUnreal/Resources/MCP",
        "run",
        "claude_unreal_server.py"
      ]
    }
  }
}
4

Launch & Connect

Open Unreal Editor, verify the connection, and start building with natural language.

  1. 1 Open Unreal Editor — plugin auto-starts TCP server on port 55557
  2. 2 In Claude Code, run ping to verify the connection
  3. 3 Start controlling the editor with natural language!

See it in action

Silent screen demos — Blueprints, actors, input wiring, Niagara, UMG, materials, PCG forests, and cinematic camera work, all driven by an AI agent through Claude Code.

#14

Mounting on UE 5.8's official MCP server

UE 5.8 shipped an official MCP server — Claude Unreal mounts straight onto it, so Claude Code reaches the editor through Epic's own protocol. Set up and verified end to end in about a minute.

Watch on YouTube
#13

Spaghetti Blueprint, folded into a clean map

The agent takes a tangled, three-event Blueprint and folds it into a color-coded, labelled map — in one command, with zero comment boxes placed by hand.

Watch on YouTube
#12

A walled town from a single spline

The agent builds a whole walled town from a single spline — draw the line and walls, towers, and a gate snap on; bend the line and the town rebuilds to match.

Watch on YouTube
#11

Castle assembled from Level Instances

The agent assembles a complete castle from off-the-shelf marketplace meshes — fusing them into reusable Level Instance parts, then packing the whole keep into one nested asset. Nothing modeled by hand.

Watch on YouTube

Simple, one-time pricing

Buy once, own forever. Full source code included with every purchase.

FAB Marketplace

ClaudeUnreal Plugin

Everything you need to control UE5 with AI.

$99 /one-time
Get it on FAB
  • Full C++ plugin source code
  • Python MCP server source code
  • 449 editor commands across 62 subcategories
  • Embedded Claude Code terminal
  • Auto-configured MCP integration
  • All future updates included
  • GitHub Issues & community support
  • Permanent support for UE 5.7 & 5.8 and all future UE5 versions
  • UE6 not included — UE5 buyers may receive a discount on the future UE6 plugin

Frequently asked questions

Everything you need to know about ClaudeUnreal.

Which Unreal Engine versions are supported?
ClaudeUnreal supports UE 5.7 and 5.8 — the same plugin runs on both. We continuously track new Unreal Engine releases and update the plugin accordingly.
Do I need a Claude Pro subscription?
Yes. You need to purchase access to Claude Code or Claude Desktop with MCP support (Claude Pro, Team, or Enterprise plans). This plugin does not include a Claude subscription — you must buy your own plan from Anthropic.
Does ClaudeUnreal only work with Claude?
No. Under the hood it is just an MCP server plus a cu CLI talking to a TCP bridge inside the editor, so any MCP-capable agent can drive it — Cursor, Cline, Windsurf, Antigravity, or your own. Claude Code simply gets auto-configured out of the box. See Use with any MCP client.
Can it mount onto Unreal Engine 5.8's built-in MCP server?
Yes. On UE 5.8, Project Settings > Plugins > Claude Unreal adds an MCP Mode selector. Mount on official registers ClaudeUnreal's tools onto Epic's built-in MCP server through the Toolset Registry, so your agent talks to a single server. It mounts a few hot-path tools today; the default Standalone mode keeps the full hybrid MCP + cu CLI surface. See Mount on UE 5.8's official MCP server.
Can I add custom tools?
Yes! The three-layer architecture (C++ Handler → Bridge → Python MCP) is designed for extensibility. You can add new tools by implementing a C++ command handler, routing it in the bridge, and registering a Python MCP tool function.
Which platforms are supported?
macOS is the primary supported platform with full testing and optimization. Windows support is available, but you should evaluate compatibility with your setup before purchasing. The Python MCP server is cross-platform compatible.
Is technical support available?
Yes — support is available through GitHub Issues for bug reports and feature requests. We also maintain documentation that covers installation, tool reference, and common workflows.
Is the source code included?
Yes, every purchase includes the complete C++ plugin source and Python MCP server source. You can inspect, modify, and extend every part of the system.
What is "Dangerously Skip Permissions" mode?
It's an opt-in setting in Project Settings > Plugins > Claude Unreal that launches the embedded terminal with --dangerously-skip-permissions. When enabled, Claude executes all tool calls (spawning actors, modifying blueprints, etc.) without asking for confirmation — enabling a fully autonomous workflow. It defaults to off, and an amber warning bar appears in the terminal when active.
The embedded terminal says "claude" or "uv" not found — how do I fix it?
This happens when claude or uv are installed in a non-standard location that the plugin's hardcoded search list doesn't cover — for example, via nvm (e.g. ~/.nvm/versions/node/v22.14.0/bin), a custom Homebrew prefix, or Windows npm. To fix it, open Project Settings > Plugins > Claude Unreal > Extra Binary Search Paths and add the directory containing your binary. For example, add /Users/yourname/.nvm/versions/node/v22.14.0/bin for nvm-managed installations. These paths are prepended to PATH when the terminal launches.
Do I have to use the embedded terminal?
No. You can run Claude Code from any system terminal — iTerm, Terminal.app, VS Code integrated terminal, tmux, etc. Just open your terminal in the UE project directory and run "claude". As long as Unreal Editor is running with the plugin enabled, all 449 commands across the hybrid MCP + cu CLI surface work identically — including screenshots, blueprint creation, and actor control. The only difference is the embedded terminal shows a real-time context bar displaying your current selection and play mode state.