Content
# UnrealClaude






**Claude Code CLI integration for Unreal Engine 5.7** - Get AI coding assistance with built-in UE5.7 documentation context directly in the editor.
> **Windows Only** - This plugin uses Windows-specific process APIs to execute the Claude Code CLI.
## Overview
UnrealClaude integrates the [Claude Code CLI](https://docs.anthropic.com/en/docs/claude-code) directly into the Unreal Engine 5.7 Editor. Instead of using the API directly, this plugin shells out to the `claude` command-line tool, leveraging your existing Claude Code authentication and capabilities.
<img width="1131" height="1055" alt="{051D8F19-2677-4682-9DDF-A461041C1039}" src="https://github.com/user-attachments/assets/3803aed6-cb2d-4d2a-bac3-dbb1ec3fbf1d" />
**Key Features:**
- **Native Editor Integration** - Chat panel docked in your editor with live streaming responses, tool call grouping, and code block rendering
- **MCP Server** - 20+ Model Context Protocol tools for actor manipulation, Blueprint editing, level management, materials, input, and more
- **Dynamic UE 5.7 Context System** - The MCP bridge includes a dynamic context loader that provides accurate UE 5.7 API documentation on demand
- **Blueprint Editing** - Create and modify Blueprints, Animation Blueprints, state machines (Few bugs still, don't rely on fully)
- **Level Management** - Open, create, and manage levels and map templates programmatically
- **Asset Management** - Search assets, query dependencies and referencers
- **Async Task Queue** - Long-running operations won't timeout (WIP)
- **Script Execution** - Claude can write, compile (via Live Coding), and execute scripts with your permission
- **Session Persistence** - Conversation history saved across editor sessions
- **Project-Aware** - Automatically gathers project context (modules, plugins, assets) and is able to see editor viewports
- **Uses Claude Code Auth** - No separate API key management needed
## Prerequisites
### 1. Install Claude Code CLI
```bash
npm install -g @anthropic-ai/claude-code
```
### 2. Authenticate Claude Code
```bash
claude auth login
```
This will open a browser window to authenticate with your Anthropic account (Claude Pro/Max subscription) or set up API access.
### 3. Verify Installation
```bash
claude --version
claude -p "Hello, can you see me?"
```
## Installation
<img width="1222" height="99" alt="Screenshot 2026-02-06 112433" src="https://github.com/user-attachments/assets/61d72364-f7bc-4f34-a768-aedc0f5cea2e" />
(Check the Editor catagory in the plugin browser. You might need to scroll down for it if search doesn't pick it up)
### Option A: Copy to Project Plugins (Recommended)
Prebuilt binaries for **UE 5.7 Win64** are included - no compilation required.
> **Important:** This repo uses [Git LFS](https://git-lfs.com/) for binary files (`.dll`, `.pdb`). You must have Git LFS installed before cloning, or the binaries will be downloaded as small placeholder files and the plugin will fail to load.
> ```bash
> git lfs install # one-time setup
> ```
1. Clone this repository (do not use "Download ZIP" — it won't include the binaries)
2. Copy the `UnrealClaude` folder to your project's `Plugins` directory:
```
YourProject/
├── Content/
├── Source/
└── Plugins/
└── UnrealClaude/
├── Binaries/Win64/ # Prebuilt binaries
├── Source/
├── Resources/
├── Config/
└── UnrealClaude.uplugin
```
3. **Install MCP Bridge dependencies** (required for Blueprint tools and editor integration):
```bash
cd YourProject/Plugins/UnrealClaude/Resources/mcp-bridge
npm install
```
4. Launch the editor - the plugin will load automatically
### Option B: Engine Plugin (All Projects)
Copy to your engine's plugins folder:
```
C:\Program Files\Epic Games\UE_5.7\Engine\Plugins\Marketplace\UnrealClaude\
```
Then install the MCP bridge dependencies:
```bash
cd "C:\Program Files\Epic Games\UE_5.7\Engine\Plugins\Marketplace\UnrealClaude\Resources\mcp-bridge"
npm install
```
### Building from Source
If you need to rebuild (different UE version, modifications, etc.):
```bash
# From UE installation directory
Engine\Build\BatchFiles\RunUAT.bat BuildPlugin -Plugin="PATH\TO\UnrealClaude.uplugin" -Package="OUTPUT\PATH" -TargetPlatforms=Win64
```
## Usage
### Opening the Claude Panel
Menu → Tools → Claude Assistant
<img width="580" height="340" alt="{778C8E0B-C354-4AD1-BBFF-B514A4D5FC16}" src="https://github.com/user-attachments/assets/2087ef40-9791-4ad9-933b-2c64370344e8" />
### Example Prompts
```
How do I create a custom Actor Component in C++?
What's the best way to implement a health system using GAS?
Explain World Partition and how to set up streaming for an open world.
Write a BlueprintCallable function that spawns particles at a location.
How do I properly use TObjectPtr<> vs raw pointers in UE5.7?
```
### Input Shortcuts
| Shortcut | Action |
|----------|--------|
| `Enter` | Send message |
| `Shift+Enter` | New line in input |
| `Escape` | Cancel current request |
## Features
### Session Persistence
Conversations are automatically saved to your project's `Saved/UnrealClaude/` directory and restored when you reopen the editor. The plugin maintains conversation context across sessions.
### Project Context
UnrealClaude automatically gathers information about your project:
- Source modules and their dependencies
- Enabled plugins
- Project settings
- Recent assets
- Custom CLAUDE.md instructions
### MCP Server
The plugin includes a Model Context Protocol (MCP) server with 20+ tools that expose editor functionality to Claude and external tools. The MCP server runs on port 3000 by default and starts automatically when the editor loads.
**Tool Categories:**
- **Actor Tools** - Spawn, move, delete, inspect, and set properties on actors
- **Level Management** - Open levels, create new levels from templates, list available templates
- **Blueprint Tools** - Create and modify Blueprints (variables, functions, nodes, pins)
- **Animation Blueprint Tools** - Full state machine editing (states, transitions, conditions, batch operations)
- **Asset Tools** - Search assets, query dependencies and referencers with pagination
- **Character Tools** - Character configuration, movement settings, and data queries
- **Material Tools** - Material and material instance operations
- **Enhanced Input Tools** - Input action and mapping context management
- **Utility Tools** - Console commands, output log, viewport capture, script execution
- **Async Task Queue** - Background execution for long-running operations
<img width="707" height="542" alt="{AB6AC101-4A4C-4607-BFB6-187D49F5E65B}" src="https://github.com/user-attachments/assets/e0c2e398-8fcd-4ac6-ade7-d50870215ec1" />
For full MCP tool documentation with parameters, examples, and API details, see [UnrealClaude's MCP Bridge](https://github.com/Natfii/ue5-mcp-bridge) repository.
#### Dynamic UE 5.7 Context System
The MCP bridge includes a dynamic context loader that provides accurate UE 5.7 API documentation on demand. Use `unreal_get_ue_context` to query by category (animation, blueprint, slate, actor, assets, replication) or search by keywords. Context status is shown in `unreal_status` output.
## Configuration
### Custom System Prompts
You can extend the built-in UE5.7 context by creating a `CLAUDE.md` file in your project root:
```markdown
# My Project Context
## Architecture
- This is a multiplayer survival game
- Using Dedicated Server model
- GAS for all abilities
## Coding Standards
- Always use UPROPERTY for Blueprint access
- Prefix interfaces with I (IInteractable)
- Use GameplayTags for ability identification
```
### Allowed Tools
By default, the plugin runs Claude with these tools: `Read`, `Write`, `Edit`, `Grep`, `Glob`, `Bash`. You can modify this in `ClaudeSubsystem.cpp`:
```cpp
Config.AllowedTools = { TEXT("Read"), TEXT("Grep"), TEXT("Glob") }; // Read-only
```
## How It Works
1. User enters a prompt in the editor widget
2. Plugin builds context from UE5.7 knowledge + project information
3. Executes: `claude -p --skip-permissions --append-system-prompt "..." "your prompt"`
4. Claude Code runs with your project as the working directory
5. Response is captured and displayed in the chat panel
6. Conversation is persisted for future sessions
### Command Line Equivalent
```bash
cd "C:\YourProject"
claude -p --skip-permissions \
--allowedTools "Read,Write,Edit,Grep,Glob,Bash" \
--append-system-prompt "You are an expert Unreal Engine 5.7 developer..." \
"How do I create a custom GameMode?"
```
## Troubleshooting
### "Claude CLI not found"
1. Verify Claude is installed: `claude --version`
2. Check it's in your PATH: `where claude`
3. Restart Unreal Editor after installation
### "Authentication required"
Run `claude auth login` in a terminal to authenticate.
### Responses are slow
Claude Code executes in your project directory and may read files for context. Large projects may have slower initial responses.
### Plugin doesn't compile
Ensure you're on Unreal Engine 5.7 for Windows. This plugin uses Windows-specific APIs.
### MCP Server not starting
Check if port 3000 is available. The MCP server logs to `LogUnrealClaude`.
### MCP tools not available / Blueprint tools not working
If Claude says the MCP tools are in its instructions but not in its function list:
1. **Install MCP bridge dependencies**: The most common cause is missing npm packages:
```bash
cd YourProject/Plugins/UnrealClaude/Resources/mcp-bridge
npm install
```
2. **Verify the HTTP server is running**: With the editor open, test:
```bash
curl http://localhost:3000/mcp/status
```
You should see a JSON response with project info.
3. **Check the Output Log**: Look for `LogUnrealClaude` messages:
- `MCP Server started on http://localhost:3000` - Server is running
- `Registered X MCP tools` - Tools are loaded
4. **Restart the editor**: After installing npm dependencies, restart Unreal Editor.
### Debugging the MCP Bridge
The MCP bridge is also available as a [standalone repository](https://github.com/Natfii/ue5-mcp-bridge) with its own Vitest test suite. If you're experiencing bridge-level issues (tool listing, parameter translation, context injection), you can run the bridge tests independently:
```bash
cd path/to/ue5-mcp-bridge
npm install
npm test
```
This tests the bridge without requiring a running Unreal Editor.
## Contributing
Feel free to fork for your own needs! Possible areas for improvement:
- [ ] Mac/Linux support
- [ ] Context menu integration (right-click on code)
- [ ] Blueprint node for runtime Claude queries
- [ ] Additional MCP tools
## License
MIT License - See [LICENSE](UnrealClaude/LICENSE) file.
## Credits
- Built for Unreal Engine 5.7
- Integrates with [Claude Code](https://claude.ai/code) by Anthropic
Connection Info
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