UnrealClaudeMCP¶
A UE editor plugin that exposes 64+ native C++ handlers as MCP (Model Context Protocol) tools, letting any MCP-compliant client (Claude Code, Cursor, Codex CLI, Continue, Cline, Zed, Gemini CLI, VS Code Copilot) drive the editor over a local TCP socket.
See also: AI Integration → UnrealClaudeMCP for the per-tool reference.
Architecture¶
graph LR
A[MCP client] -->|stdio MCP| B[Python bridge]
B -->|TCP 127.0.0.1:18888| C[UnrealClaudeMCP plugin in UE 5.7]
C -->|native C++ API| D[Unreal Editor]
| Piece | Where |
|---|---|
| Editor module | <Project>/Plugins/UnrealClaudeMCP/Source/UnrealClaudeMCP/ |
| Python bridge | bridge/unreal_claude_mcp_bridge.py |
| Manifest | UnrealClaudeMCP.uplugin (lists 64 native handlers + 4 bridge-side composites) |
Tool categories¶
- Python execution (one-shot, persistent, file-based, selection-bound)
- Project / asset registry (find, inspect, move, rename, delete)
- Blueprint / Widget / Animation introspection
- Material / Texture authoring
- Level Sequences
- Level / actor authoring (spawn, transform, property, component, focus)
- Viewport screenshots
- Console & log access
- Long-running tasks
- Event push / subscriptions
Drop into a project¶
- Copy
UnrealClaudeMCP/into<YourProject>/Plugins/ - Right-click
.uproject→ Generate VS project files - Open the
.sln, build Development Editor | Win64 - Launch the editor — log shows:
Wire any MCP client¶
.cursor/mcp.json example:
{
"mcpServers": {
"unreal-claude": {
"command": "py",
"args": ["C:/Path/To/UnrealClaudeMCP/bridge/unreal_claude_mcp_bridge.py"]
}
}
}
Same recipe works for Claude Desktop (claude_desktop_config.json), Codex CLI (codex mcp add), Continue (~/.continue/config.yaml), Zed (~/.config/zed/settings.json), Gemini CLI (~/.gemini/settings.json).
Quick test (no client needed)¶
Fires every default-on tool; ends with "Smoke test complete." if the plugin is alive.
See also¶
- AI Integration → UnrealClaudeMCP — full tool reference
- Unreal AI Connection — 105-tool fork