UnrealClaude
Natfii · Natfii/UnrealClaude
Integrates Claude Code CLI directly into Unreal Engine 5.7, offering AI coding assistance, an MCP server with 20+ tools, and dynamic UE5.7 documentation context.
Claude Code CLI integration for Unreal Engine 5.7 - Get AI coding assistance with built-in UE5.7 documentation context directly in the editor.
Preview
What you can do with it
- Get real-time AI coding assistance for C++ and Blueprint directly within the Unreal editor.
- Use AI agents to manage levels, assets, and modify Blueprints programmatically.
- Leverage dynamic UE 5.7 API documentation context for accurate AI-generated code.
Safety check
Usable, but read the notes first.
- ●No clear license: check with the author before using it in a commercial product.
Automated scan of the repo files. Always review code you run.
From the README
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.
Supported Platforms: Windows (Win64), Linux, and macOS (Apple Silicon). Claude Opus 4.7 and its Claude Code release supported.
Overview
UnrealClaude integrates the Claude Code CLI directly into the Unreal Engine 5.7 Editor and runs a MCP server for access to other coding agents.
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
- 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
npm install -g @anthropic-ai/claude-code
2. Authenticate Claude Code
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
claude --version
claude -p "Hello, can you see me?"
Installation
(Check the Editor category in the plugin browser. You might need to scroll down for it if search doesn't pick it up)
Step 1: Clone and Build
This plugin must be built from source for your platform and engine version. No prebuilt binaries are included.
-
Clone this repository (includes the MCP bridge submodule):
git clone --recurse-submodules https://github.com/Natfii/UnrealClaude.gitIf you already cloned without
--recurse-submodules, run:cd UnrealClaude git submodule update --init -
Build the plugin:
Windows:
Engine\Build\BatchFiles\RunUAT.bat BuildPlugin -Plugin="PATH\TO\UnrealClaude\UnrealClaude\UnrealClaude.uplugin" -Package="OUTPUT\PATH" -TargetPlatforms=Win64Linux:
Engine/Build/BatchFiles/RunUAT.sh BuildPlugin -Plugin="/path/to/UnrealClaude/UnrealClaude/UnrealClaude.uplugin" -Package="/output/path" -TargetPlatforms=LinuxmacOS:
Engine/Build/BatchFiles/RunUAT.sh BuildPlugin -Plugin="/path/to/UnrealClaude/UnrealClaude/UnrealClaude.uplugin" -Package="/output/path" -TargetPlatforms=Mac
Step 2: Install the Plugin
Copy the built plugin to either your project or engine plugins folder.
Option A: Project Plugin (Recommended)
Copy the build output to your project's Plugins directory:
YourProject/
├── Content/
├── Source/
└── Plugins/
└── UnrealClaude/
├── Binaries/
├── Source/
├── Resources/
├── Config/
└── UnrealClaude.uplugin
Option B: Engine Plugin (All Projects)
Copy to your engine's plugins folder:
Windows:
C:\Program Files\Epic Games\UE_5.7\Engine\Plugins\Marketplace\UnrealClaude\
Linux:
/path/to/UnrealEngine/Engine/Plugins/Marketplace/UnrealClaude/
Step 3: Install MCP Bridge Dependencies
Required for Blueprint tools and editor integration:
cd /UnrealClaude/Resources/mcp-bridge
npm install
Step 4: Launch
Launch the editor - the plugin will load automatically.
Step 5: (Optional) Use with Claude Code CLI or Claude App
-
Launch Claude Code or Claude CLI and point it to your UnrealClaude install.
-
After the all clear, restart just Claude Code / CLI for changes to save.
macOS Quick Start (Apple Silicon)
For full details, see INSTALL_MAC.md.
- Install Node.js and Claude Code CLI:
brew install node npm install -g @anthropic-ai/claude-code claude - Install the plugin into your project's
Plugins/directory - Install MCP bridge dependencies:
cd YourProject/Plugins/UnrealClaude/Resources/mcp-bridge npm install - Launch the editor and open Tools > Claude Assistant
Linux Quick Start (Rocky/Fedora)
For full details, see INSTALL_LINUX.md.
- Install Libraries:
sudo dnf install -y nss nspr mesa-libgbm libXcomposite libXdamage libXrandr alsa-lib pciutils-libs libXcursor atk at-spi2-atk pango cairo gdk-pixbuf2 gtk3 - Install Clipboard Support:
sudo dnf install -y wl-clipboard # Wayland sudo dnf install -y xclip # X11 fallback - Setup Wayland:
export SDL_VIDEODRIVER=wayland export UE_Linux_EnableWaylandNative=1 - Build and Launch:
./UnrealEditor -vulkan
Usage
Opening the Claude Panel
Menu → Tools → Claude Assistant
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
| Shortc