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The episode series

Every Claude Unreal demo, newest first — silent screen recordings of an AI agent building real things in UE5 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.

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#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.

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#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.

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#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.

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#21

A walled city, repaired in place

The City Planner lays districts, streets and two rings of wall inside a castle, then repairs those walls in place when the ground turns out too rough for them — no rebuild.

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#20

A 67-house medieval town, planned on real terrain

The Town Planner at full size: 67 houses and their roads fitted to the hillside, every house facing its street, the whole layout committed to real assets in one pass — the agent builds the skeleton, the human makes the calls.

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#19

The agent plans the town, you pick the houses

The first Workflow: plan_town reads the live Landscape, roads and placeholder houses go down one piece at a time, then a thumbnail picker in the Preview tab hands every house choice to you before commit_town swaps in the real assets.

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#18

A medieval town grown from two splines

Two hand-drawn splines grow a whole medieval town — roads pave themselves, houses turn to face the street, and fences break at every front door. Not one house placed by hand.

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#17

A volcanic caldera, ignited on cue

From an empty level to an erupting volcanic caldera — the agent reshapes a lava river live down the hero peak, then ignites a real Niagara eruption at the crater. No premade scene, no manual keyframing.

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#16

A photoreal alpine lake, turned to glass

From an empty level to a photoreal alpine lake — the agent hand-writes the water material that turns the surface to glass, wraps the shore in a 1,400-spruce PCG forest, and raises an 18-piece castle behind the ridge.

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#15

A terrain world built by the numbers

From an empty level to a castle world — the agent generates the terrain, reads its own heights, then paints the basin, crowns the summit with a castle, and grows a 306-tree pine wood, all by the numbers it measured.

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#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.

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#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.

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#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.

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#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.

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#10

Locomotion state machine, one variable drives it

The agent builds an Idle → Jog → Sprint locomotion state machine in the Animation Blueprint, then drives a Paragon hero from a standstill to a full sprint by changing a single Speed value — no manual graph wiring, one number switches the stance.

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#9

Brand reveal, built in-engine

From an empty level the agent builds a studio brand reveal — a holographic emerald grid, a floating CU monogram, a glowing signature dot, and 3D CLAUDE UNREAL signage. Nothing imported; every block, material, and letter is made in-engine.

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#8

Cinematic camera, directed in Sequencer

The agent directs a cinematic shot — spawns a cine camera, keyframes a glide down a cathedral nave to the altar light, then fades in and out. Zero manual keyframing.

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#7

Procedural forest grown by PCG

From a bare meadow the agent grows a three-layer procedural forest — beech canopy, scattered rocks, fern understory — 407 procedural instances, zero hand-placement.

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#6

Animated material, wired from the CLI

The agent wires a scrolling shader graph entirely from the CLI, sets it animating live, then recolours the surface from orange to electric blue on the fly — node properties driven without touching the editor.

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#5

UMG pause menu — built, styled, wired

The agent builds a Widget Blueprint — a centered Resume / Settings / Quit stack with a collapsible settings sub-panel — styles and wires every button, then a spawner mounts it over a frozen scene with input switched to UI-only.

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#4

Niagara System tuning (Standard vs Stateless)

Eight chained set_niagara_module_input calls reshape a Standard burst live in the Niagara editor preview; the Stateless clone rejects the same call with a mode-aware error pointing at the right move.

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#3

Enhanced Input + keyboard-playable character

Agent stands up the full Enhanced Input flow — InputActions, an InputMappingContext with WASD + SpaceBar, a third-person Character Blueprint, jump and movement wiring, runtime IMC mount — then drives the character it just built.

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#2

Actors placed by natural language

Spawning actors, setting their transform, and querying the scene — straight from a plain-English request, no manual placement in the viewport.

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#1

Blueprint automation, from zero

The agent creates a Blueprint class, adds and configures components, wires the event graph, declares variables, and compiles — no manual node dragging.

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