AI Integration¶
Driving UE from LLMs and AI tools. Two distinct categories:
| Category | Examples | Section |
|---|---|---|
| In-editor AI tooling — LLM controls the UE editor over a socket | UnrealClaudeMCP, Unreal AI Connection | This page |
| In-game AI — Behavior Trees, EQS, Mass AI | (not covered here — separate field) | UE docs |
Pages¶
- UnrealClaudeMCP — 64 native MCP tools
- Unreal AI Connection — 105-tool fork/sibling
- Claude Code Game Studios — Claude Code template (not a UE plugin)
- UnrealJS — V8 inside UE for JavaScript scripting
What problem are we solving?¶
UE's Python API has known dead-ends (e.g. EditorUtilityWidgetBlueprint.WidgetTree not exposed). LLM-driven workflows need:
- A stable, JSON-RPC-style protocol the LLM can call
- Native C++ handlers that bypass Python reflection limits
- Comprehensive tool surface (asset registry, level editing, BP introspection, Python escape hatch)
- A local TCP path (no cloud, no auth dance, instant)
UnrealClaudeMCP solves this.
MCP (Model Context Protocol)¶
Anthropic's vendor-neutral protocol for LLM tool use. Each tool exposes a name, JSON schema, and a callable handler. Clients (Claude Code, Cursor, Codex CLI, …) speak MCP over stdio to a bridge process; the bridge proxies to UE via local TCP.
graph LR
A[MCP client e.g. Claude Code] -->|stdio MCP| B[Python bridge]
B -->|TCP 127.0.0.1:18888| C[UE plugin]
C -->|native C++| D[UE editor]
Quick start¶
- Install
UnrealClaudeMCPplugin into your UE project (Plugins/) - Build editor — handlers register on startup
- Configure your MCP client to point at the bridge script
- Test with
examples/smoke_test.py
See the per-tool pages for full reference.
Workflows enabled¶
- "Spawn a cube at origin, focus the camera on it, take a screenshot"
- "Inspect this Editor Utility Widget and propose a layout fix"
- "Audit all Blueprint compile errors"
- "Bulk rename all assets in /Game/Items to PascalCase"
- "Compile a mod PAK"
- "Find unused assets and list their disk footprint"
All of these are tool calls the LLM emits, not "type in the editor for me" pixel-clicking.