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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.

#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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