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Lets Claude Code drive your running Unreal Editor over MCP: actors, Blueprints, materials, Niagara, Sequencer, tests and more.
by Epic Games· Developer toolsUnclaimed · Yours? Claim it
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About
Epic Games' own plugin for Claude Code. It teaches your agent to drive a running Unreal Editor through Unreal MCP, the MCP server built into the editor. The tools come from Unreal's Toolset Registry, and the plugin's skill shows the agent how to find and call them, so it can inspect and change your project instead of telling you which buttons to press. What you can do with it - Spawn, move, inspect and delete actors, and manage components and Outliner folders - Create and edit Blueprints: add nodes, connect pins, manage variables and compile - Find, save, move and duplicate assets, and edit Data Tables, Curve Tables and String Tables - Author material graphs and material instances - Inspect and edit static and skeletal meshes, LODs, collisions, Nanite, sockets and bones - Build Control Rigs, and inspect State Trees and Behavior Trees - Create and keyframe Level Sequences, with cameras and FBX import and export - Author Niagara systems and Dataflow graphs, and build UMG widget Blueprints - Manage gameplay tags, inspect Gameplay Ability System state and create Game Feature Plugins - Run C++ automation tests and read the results, and recompile C++ with Live Coding - Take screenshots, move the editor camera and read the log What's in the plugin - The unreal-mcp skill: how to discover toolsets on demand and call their tools, with safety rules such as saving before bulk changes and waiting for compilation - The create-toolset skill: for writing your own AI-callable toolsets in C++ or Python - The unreal-skill skill: for writing Agent Skills that the editor's agent loads - A session-start hook that tells Claude Code when it's working in an Unreal Engine project How to set it up Install it in Claude Code with /plugin install unreal-engine-skills-for-claude-code@claude-plugins-official. In Unreal Editor, enable the Unreal MCP and All Toolsets plugins, then start the server with ModelContextProtocol.StartServer or turn on Auto Start Server in Editor Preferences. Run ModelContextProtocol.GenerateClientConfig ClaudeCode in the editor console to write the .mcp.json that Claude Code connects with (the server runs at http://127.0.0.1:8000/mcp), then start Claude Code from the project root. Good to know - Unreal MCP is experimental: Epic notes that some features are incomplete and its APIs may change. - The editor has to be running for tools to work. An optional proxy that ships with the engine keeps the connection open while the editor restarts. - The server only listens on your own machine and has no sign-in, so never expose its port. Any process running as you on that machine can reach it. - It has broad, live access to your project, and one tool runs Python inside the editor. Save and commit before long sessions, and avoid --dangerously-skip-permissions while it's loaded. - The session-start hook needs bash (macOS, Linux, or Windows with Git Bash or WSL). The MCP tools work without it.
Once it’s added
“List all actors in the current level.”
“What actors do I have selected?”
“Set bIsLocked to true on BP_DoorActor.”
“Create a material instance of M_Base with a red base color.”
“Recompile my C++ changes with Live Coding.”
“Add a tool to StaticMeshTools that returns a mesh's sockets.”
Before you add it
Reads only
Actors, components and properties in the open level · Assets, Blueprints, materials and meshes · Automation test results and the editor log
Makes changes · your agent can ask first
Spawns, moves and deletes actors · Creates and edits Blueprints, materials, Niagara systems and sequences · Saves, moves and duplicates assets · Runs Python inside the editor through its scripting tool
From people who use it
Step by step
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/plugin marketplace add anthropics/claude-plugins-official /plugin install unreal-engine-skills-for-claude-code@claude-plugins-official
Scanned and passed · checked 8 h ago
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