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Claude Code CLI integration for Unreal Engine 5.7 - Get AI coding assistance with built-in UE5.7 documentation context d
Claude Code CLI integration for Unreal Engine 5.7 - Get AI coding assistance with built-in UE5.7 documentation context directly in the editor.
Claude Code Plan changes PLEASE READ BEFORE JUNE 15TH TOO KEEP USING
Changes annouced by Anthropic might lead to extra usage billage when using the custom in-editor chat box . Because the plugin launches a MCP server on editor boot, you can keep using UnrealClaude in claude code with the '/mcp' command.
Supported Platforms: Windows (Win64), Linux, and macOS (Apple Silicon). Claude Opus 4.7 and its Claude Code release supported.
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:
npm install -g @anthropic-ai/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.
claude --version
claude -p "Hello, can you see me?"
(Check the Editor category in the plugin browser. You might need to scroll down for it if search doesn't pick it up)
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.git
If 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=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
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/
Required for Blueprint tools and editor integration:
cd <PluginPath>/UnrealClaude/Resources/mcp-bridge
npm install
Launch the editor - the plugin will load automatically.
For full details, see INSTALL_MAC.md.
brew install node
npm install -g @anthropic-ai/claude-code
claude
Plugins/ directorycd YourProject/Plugins/UnrealClaude/Resources/mcp-bridge
npm install
For full details, see INSTALL_LINUX.md.
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
sudo dnf install -y wl-clipboard # Wayland
sudo dnf install -y xclip # X11 fallback
export SDL_VIDEODRIVER=wayland
export UE_Linux_EnableWaylandNative=1
./UnrealEditor -vulkan
Menu → Tools → Claude Assistant
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?
| Shortcut | Action |
|---|---|
Enter | Send message |
Shift+Enter | New line in input |
Escape | Cancel current request |
Conversations are automatically saved to your project's Saved/UnrealClaude/ directory and restored when you reopen the editor. The plugin maintains conversation context across sessions.
UnrealClaude automatically gathers information about your project:
The plugin includes a Model Context Protocol (MCP) server with 20+ tools that expose editor functionality to Claude and external tools. The MCP server runs on port 3000 by default and starts automatically when the editor loads.
Tool Categories:
For full MCP tool documentation with parameters, examples, and API details, see UnrealClaude's MCP Bridge repository.
The MCP bridge includes a dynamic context loader that provides accurate UE 5.7 API documentation on demand. Use unreal_get_ue_context to query by category (animation, blueprint, slate, actor, assets, replication) or search by keywords. Context status is shown in unreal_status output.
In Project Settings → Plugins → Unreal Claude:
LogUnrealClaude Log entry with its type and description so the audit trail is preserved. Designed for trusted MCP-driven / agent-driven workflows where the per-script confirmation becomes dominant friction; only enable on machines and projects where the connected client is trusted.The setting is persisted to Config/DefaultEditor.ini under [/Script/UnrealClaude.UnrealClaudeSettings].
You can extend the built-in UE5.7 context by creating a CLAUDE.md file in your project root:
# My Project Context
## Architecture
- This is a multiplayer survival game
- Using Dedicated Server model
- GAS for all abilities
## Coding Standards
- Always use UPROPERTY for Blueprint access
- Prefix interfaces with I (IInteractable)
- Use GameplayTags for ability identification
By default, the plugin runs Claude with these tools: Read, Write, Edit, Grep, Glob, Bash. You can modify this in ClaudeSubsystem.cpp:
Config.AllowedTools = { TEXT("Read"), TEXT("Grep"), TEXT("Glob") }; // Read-only
claude -p --skip-permissions --append-system-prompt "..." "your prompt"cd "C:\YourProject"
claude -p --skip-permissions \
--allowedTools "Read,Write,Edit,Grep,Glob,Bash" \
--append-system-prompt "You are an expert Unreal Engine 5.7 developer..." \
"How do I create a custom GameMode?"
claude --versionwhere claudeRun claude auth login in a terminal to authenticate.
Claude Code executes in your project directory and may read files for context. Large projects may have slower initial responses.
You might also have too many global Claude Code plugins enabled (i.e. Superpowers, ralp-loop, context7). The context for those plugins getting injected can cause slowdowns up to 3+ minutes.
Ensure you're on Unreal Engine 5.7. Supported platforms are Windows (Win64), Linux, and macOS.
Check if port 3000 is available. The MCP server logs to LogUnrealClaude.
If Claude says the MCP tools are in its instructions but not in its function list:
Install MCP bridge dependencies: The most common cause is missing npm packages:
cd YourProject/Plugins/UnrealClaude/Resources/mcp-bridge
npm install
Verify the HTTP server is running: With the editor open, test:
curl http://localhost:3000/mcp/status
You should see a JSON response with project info.
Check the Output Log: Look for LogUnrealClaude messages:
MCP Server started on http://localhost:3000 - Server is runningRegistered X MCP tools - Tools are loadedRestart the editor: After installing npm dependencies, restart Unreal Editor.
New watchdog should warn about hung requests (60s). Make sure all files are on disk (DISABLE OneDrive, DropBox, etc.)
The MCP bridge is also available as a standalone repository with its own Vitest test suite. If you're experiencing bridge-level issues (tool listing, parameter translation, context injection), you can run the bridge tests independently:
cd path/to/ue5-mcp-bridge
npm install
npm test
This tests the bridge without requiring a running Unreal Editor.
Feel free to fork for your own needs! Possible areas for improvement:
MIT License - See LICENSE file.
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