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UnrealClaude

Natfii · Natfii/UnrealClaude

Tích hợp Claude Code CLI trực tiếp vào Unreal Engine 5.7, cung cấp hỗ trợ mã hóa AI, một máy chủ MCP với hơn 20 công cụ và ngữ cảnh tài liệu UE5.7 động.

Claude Code CLI integration for Unreal Engine 5.7 - Get AI coding assistance with built-in UE5.7 documentation context directly in the editor.

910 sao138Giấy phép: Không có giấy phépCập nhật 4 tháng trước0 lượt mở

Xem trước

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Bạn có thể làm gì với nó

  • Nhận hỗ trợ mã hóa AI theo thời gian thực cho C++ và Blueprint trực tiếp trong trình chỉnh sửa Unreal.
  • Sử dụng các tác nhân AI để quản lý level, tài sản và sửa đổi Blueprint theo chương trình.
  • Tận dụng ngữ cảnh tài liệu API UE 5.7 động để có mã do AI tạo ra chính xác.

Kiểm tra an toàn

Cẩn thận

Dùng được, nhưng nên đọc ghi chú trước.

  • ●Không có giấy phép rõ ràng: hỏi tác giả trước khi dùng cho sản phẩm thương mại.

Quét tự động các file trong repo. Luôn xem lại code trước khi chạy.

Trích từ 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.

  1. Clone this repository (includes the MCP bridge submodule):

    git clone --recurse-submodules https://github.com/Natfii/UnrealClaude.git
    

    If you already cloned without --recurse-submodules, run:

    cd UnrealClaude
    git submodule update --init
    
  2. Build the plugin:

    Windows:

    Engine\Build\BatchFiles\RunUAT.bat BuildPlugin -Plugin="PATH\TO\UnrealClaude\UnrealClaude\UnrealClaude.uplugin" -Package="OUTPUT\PATH" -TargetPlatforms=Win64
    

    Linux:

    Engine/Build/BatchFiles/RunUAT.sh BuildPlugin -Plugin="/path/to/UnrealClaude/UnrealClaude/UnrealClaude.uplugin" -Package="/output/path" -TargetPlatforms=Linux
    

    macOS:

    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

  1. Launch Claude Code or Claude CLI and point it to your UnrealClaude install.

  2. 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.

  1. Install Node.js and Claude Code CLI:
    brew install node
    npm install -g @anthropic-ai/claude-code
    claude
    
  2. Install the plugin into your project's Plugins/ directory
  3. Install MCP bridge dependencies:
    cd YourProject/Plugins/UnrealClaude/Resources/mcp-bridge
    npm install
    
  4. Launch the editor and open Tools > Claude Assistant

Linux Quick Start (Rocky/Fedora)

For full details, see INSTALL_LINUX.md.

  1. 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
    
  2. Install Clipboard Support:
    sudo dnf install -y wl-clipboard   # Wayland
    sudo dnf install -y xclip          # X11 fallback
    
  3. Setup Wayland:
    export SDL_VIDEODRIVER=wayland
    export UE_Linux_EnableWaylandNative=1
    
  4. 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

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