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—  INITIALIZING BRIDGE · 127.0.0.1:55557  —
CLAUDEUNREAL
AI meets Unreal Engine
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NEW Now on UE 5.8

AI-Powered Unreal Editor

AI-Powered Unreal Editor

AI-Powered Unreal Editor

Control every aspect of Unreal Engine 5 with natural language. 16 MCP + cu CLI for 501 commands. Zero boilerplate. Powered by Claude Code, or any MCP client.

501+ commands
16 typed MCP tools
23 categories
5.7·5.8 UE versions
Unreal Editor — MyProject ClaudeUnreal · TCP :55557
Viewport Claude Terminal Output Log
◈ selection: PointLight_Ring_07 ▸ mode: PIE stopped claude-code v2.1 · mcp connected
// Capabilities

Everything you need to supercharge UE5 development

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

501 Commands

Hybrid MCP + cu CLI surface across scenes, blueprints, materials, animation, AI, terrain, UI, physics, packaging, and 65 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.

// Autonomy

The Agent Loop

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

01
Start the game
Claude launches PIE directly from the editor
02
See what happened
Screenshot + runtime log capture the exact failure
03
Diagnose in context
Log output pinpoints the NavMesh path error
04
Intervene at runtime
Console command resets NPC state mid-session
05
Close the loop
Stop, fix, and iterate — no human in the loop
◉ agent-loop.session ● live
cu start_play_in_editor()
↳ Game session started
cu take_screenshot_pie(filepath="debug.png")
↳ Screenshot captured
cu get_runtime_log(lines=50)
↳ [Warning] NPC_Guard: NavMesh path not found at (-200, 300, 0)
mcp exec_console_command(command="ke * SetAgentState Idle", target="pie")
↳ Command executed
cu stop_play_in_editor()
↳ Session stopped. Applying fix to BP_Guard...
// Surface

501 tools across 23 categories

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

[◧]
Scene & Actors
spawn · move · viewport · console
[◱]
Assets
browse · import · duplicate
[◈]
Blueprints
graphs · nodes · components
[▤]
UI & UMG
widgets · layout · animation
[◐]
Materials
expressions · instances
[▷]
Animation
state machines · montages
[◫]
Sequencer
tracks · keyframes · playback
[⏶]
Landscape & Foliage
terrain · splines · PCG
[◯]
Physics
collision · constraints
[◬]
Mesh Management
LODs · sockets · Nanite
[▦]
World Partition
data layers · streaming
[◉]
AI Systems
behavior trees · EQS · nav
[⌘]
Input Management
actions · mapping contexts
[▣]
Build & Packaging
cook · lighting · HLOD
[✦]
VFX — Niagara
systems · emitters · modules
[♪]
Audio & MetaSound
sounds · mixes · attenuation
[▶]
Game Simulation
PIE · screenshots · logs
[⌬]
Procedural
PCG graphs · generation
[◆]
World Building
Castle Assembler · Town Planner · Kit
[◇]
Meta
batch · server-side helpers
[☀]
Rendering & Lighting
GI · Lumen · MegaLights
[◎]
Camera
CineCamera · focal length
[〜]
Scene
spline components
Full catalog discovered at runtime via cu catalog · unreal_search
// Workflows

Beyond atomic tools: guided, multi-step workflows

Describe an outcome — like an entire town — and let the agent plan, preview, refine, and commit it, instead of driving every atomic tool call by hand.

Explore workflows →
// Agent Skills

Agent Skills for your Fab packages

First-hand, hands-on knowledge of popular Fab packages ships inside the plugin. Flip one switch and Claude stops guessing at package internals.

✓ Project Settings → Agent Skills
✓ One-click in the Claude MCP panel
… More packages coming
// Setup

Get started in minutes

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

01

Install from FAB

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

02

Verify Python + uv

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

03

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
04

Launch & Connect

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

// Demo

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.

#25

A mountain valley from two package skills

With the Brushify and Ultra Dynamic Sky skills switched on, three plain sentences raise a peak, ring it with six SmartBrush mountains — Claude asks first when the peak is too big — and set golden hour; a dragged mountain reshapes the terrain live.

Watch on YouTube
#24

Codex drives Unreal through the same plugin

One switch in the toolbar menu registers the plugin with OpenAI Codex. Codex then builds and frames a still life over MCP, flips the viewport through the cu CLI, and opens the shot in the Preview tab.

Watch on YouTube
#23

A hilltop walled from one spline

/cu:wall draws a ring on the hill in wall modules, then stands eighty kit pieces along it — towers on every corner, the crest held level between them — and adds a gate that replaces exactly one module.

Watch on YouTube
#22

A castle-wall kit from loose Fab parts

/cu:kit turns 125 loose Fab meshes into one tileable castle wall: Claude measures every part, picks which plays which role by looking at it, and you answer three times before it bakes.

Watch on YouTube
// Pricing

Simple, one-time pricing

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

ClaudeUnreal Plugin

Everything you need to control UE5 with AI.

$99 /one-time
✓ Full C++ plugin source code
✓ Python MCP server source code
✓ 501 editor commands across 65 subcategories
✓ Embedded Claude Code terminal
✓ Auto-configured MCP integration
✓ All future updates included
✓ GitHub Issues & community support
Get it on FAB

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

// FAQ

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.

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 501 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.