Plugin Documentation

ClaudeProMCP
AI Game Dev Studio

Chat with Claude inside Unreal Engine 4.27 – UE 5.0+ to build, modify, and manage your project using 53 live MCP editor tools — no scripting required.

v1.0.0
UE 4.27 – 5.x
Win64 · Linux · Mac
53 MCP Tools
Alpha XP · 2026
⚡ Quick Start:  1. Install Node.js v18+  │  2. npm install -g @anthropic-ai/claude-code  │  3. cd Plugins/ClaudeProMCP/Resources/UE4-Claude-mcp && npm install  │  4. Enter API key in plugin Settings  │  5. Tools → ClaudeProMCP   Full guide ↓

FAB Description

ClaudeProMCP — AI Game Dev Studio brings the full power of Claude AI directly into your Unreal Engine 4.27 – UE 5.0+ editor as a native docked panel. Describe what you want in plain English and Claude executes it — spawning actors, building Blueprints, setting up lights and cameras, configuring AI behaviour trees, painting foliage, editing materials, managing sequences, and much more — through 53 live MCP editor tools that act on your project in real time without you ever leaving the editor.

Unlike generic AI chat tools, ClaudeProMCP speaks directly to the editor through a local Model Context Protocol (MCP) server running inside the engine process. Claude sees your tool list, chooses the right ones, and chains multiple operations together in a single request. The entire conversation streams token-by-token so you watch the reasoning and results appear live.

Whether you are a solo developer who wants to move faster, a team lead delegating repetitive setup work, or a technical artist who needs to iterate quickly on lighting and materials — ClaudeProMCP removes the friction between your idea and the editor state.

Example request "Build a patrol AI character: create a Blackboard with a PatrolTarget vector key, a Behavior Tree with a Sequence → MoveTo task, and a NavMesh-enabled Character Blueprint with a random patrol component — then rebuild the NavMesh."

Technical Details

Features

  • In-editor Claude AI chat panel — native Unreal Engine docked tab with streamed NDJSON responses
  • 53 live MCP (Model Context Protocol) editor tools — Claude invokes them automatically during conversation
  • Actor spawning, movement, property editing, and deletion via dedicated tools
  • Blueprint query and modify — variables, functions, event graphs, node connections, recompile
  • Animation Blueprint state machine editing — states, transitions, animation asset binding
  • UMG Widget Blueprint tree creation — Canvas Panels, Text Blocks, Buttons, Images, event binding
  • Light placement — Point, Spot, Directional, Rect, Sky Light with intensity, colour, and shadow settings
  • Camera, Decal, and Post Process Volume placement with full parameter control
  • Complete Character Blueprint scaffolding — mesh, movement, spring arm, camera, anim class
  • AI toolset — Blackboard (typed keys), Behavior Tree (Sequence/Selector/Task nodes), NavMesh rebuild
  • Level Sequence creation with actor bindings and transform keyframe tracks
  • Material graph building — expression nodes, parameters, output connections, blending modes
  • Sound Cue graph creation — Modulator, Random, Mixer, Attenuator, Looping nodes
  • DataTable and CurveTable asset creation and row management
  • BlendSpace, AnimMontage, Physics Asset, Control Rig, and IK Setup tools
  • Enhanced Input (IMC + actions) and legacy UInputSettings axis/action mapping
  • Asset search, dependency graph querying, and referencer lookup
  • Python/Blueprint editor script execution with safety permission dialogs
  • Async background task queue — long operations run without blocking the editor, with status polling
  • Session persistence — full chat history saved and restored as JSON
  • Project context injection — source classes, asset types, and level actors summarised automatically
  • Foliage painting and Landscape actor creation
  • Viewport screenshot capture and Output Log querying
  • Configurable API key, model, allowed tools, and permission mode in Settings panel
  • Quick-start prompt templates on the welcome screen — click to send

Code Modules

Module Name
ClaudeProMCP
Module Type
Editor
Loading Phase
PostEngineInit

Project Statistics

Number of Blueprints
0 — pure C++ plugin
Number of C++ Classes
90 (94 headers, 81 translation units)
Network Replicated
No Editor-only plugin — no runtime gameplay code
Supported Development Platforms
Windows Mac Linux
Supported Target Build Platforms
Win64 Mac Linux
Editor-only — no packaged build overhead; the plugin is stripped from shipping builds automatically.
Documentation
Example Project
Contact us on Discord for a sample project download link.

Important Notes

External Dependencies — Required Before First Use This plugin requires Node.js v18+ and the Claude CLI (npm install -g @anthropic-ai/claude-code) installed on the development machine. An Anthropic API key is required — enter it once in the plugin Settings panel.

After installing the plugin, run once:
cd Plugins/ClaudeProMCP/Resources/UE4-Claude-mcp && npm install

Note: node_modules is not included in the Fab download (Fab policy prohibits executables). This one-time step installs the MCP bridge dependencies.
Optional Plugin Features Three optional plugins unlock additional tool categories. Enable them in Edit → Plugins if needed:
EditorScriptingUtilities — required for asset and file_system tools
EnhancedInput — required for enhanced_input tool
ControlRig — required for control_rig tool (experimental)
All three are optional; the remaining 45 tools work without them.
UE 4.27 – UE 5.0+ Compatible This plugin supports Unreal Engine 4.27 through UE 5.0+. The codebase has been updated to use current UE5 APIs (FAppStyle, FTSTicker, FSavePackageArgs, etc.).
No Runtime Overhead ClaudeProMCP is an Editor module (PostEngineInit, type Editor). It is automatically excluded from packaged/shipping builds and adds zero overhead to the final game.

Overview

ClaudeProMCP embeds a Claude AI chat panel directly inside Unreal Engine 4.27 – UE 5.0+. When you type a request, Claude reasons about what needs to happen and invokes the appropriate MCP tools to carry it out — spawning actors, writing Blueprints, configuring lights, painting foliage, building AI trees, and much more — all without you leaving the editor.

💬

In-Editor Chat

Docked Slate panel with streaming responses, session save/load, and history.

🔧

53 Live Tools

MCP tools let Claude directly manipulate editor objects in real time.

🧠

Project Context

Plugin summarises your source classes and assets so Claude understands your project.

Streamed Responses

Responses stream token-by-token via NDJSON so you see output instantly.

📋

Script Execution

Claude writes and runs Python/Blueprint editor scripts with permission dialogs.

🔄

Async Task Queue

Long operations run in the background; poll status without blocking the editor.

Requirements

ComponentRequirement
Unreal Engine4.27 – 5.x (Win64, Linux, Mac)
Node.jsv18.0 or newer — nodejs.org
Claude CLInpm install -g @anthropic-ai/claude-code
Anthropic API keyRequired — console.anthropic.com
Visual Studio (Win)2019 or 2022 with C++ workload
RAM16 GB recommended

Installation

  1. Copy plugin folder — Place the ClaudeProMCP folder inside your project's Plugins/ directory (create the directory if it doesn't exist).
  2. Install Node dependencies — Open a terminal in Plugins/ClaudeProMCP/Resources/UE4-Claude-mcp/ and run:
    npm install
  3. Install Claude CLI — If not already installed:
    npm install -g @anthropic-ai/claude-code
  4. Open the project — Launch UE 4.27 / UE 5.0+ with your .uproject. The plugin will compile on first open. Click Yes when prompted to rebuild.
  5. Enable the plugin — If not enabled automatically, go to Edit → Plugins → Editor → ClaudeProMCP and enable it, then restart.

First-Time Setup

  1. Open the chat panel via Tools → ClaudeProMCP or press Ctrl+Shift+C.
  2. Click the ⚙ Settings button in the toolbar.
  3. Enter your Anthropic API key in the Account tab. Your key is stored locally in the editor's Saved/ folder and never sent anywhere except the Claude CLI.
  4. Optionally select a model (defaults to Claude Sonnet).
  5. Click Save Settings and close the Settings panel.
  6. Type a prompt such as "List all actors in the current level" and press ▶ Send. The MCP bridge connects automatically on first send.
Tip The MCP bridge writes a temporary config to Saved/ClaudeProMCP/mcp-config.json each send. If the server is offline or you see "cannot reach UE4 server", make sure the editor is open and the plugin loaded.

UI Walkthrough

Toolbar Row 1 — Header

Shows the plugin title, live MCP status badge (green = connected, yellow = pending, red = error), version badge, and social links.

Toolbar Row 2 — Action Buttons

ButtonAction
+ NewStart a fresh session — clears history and context
↺ RestoreRestore the previous session from disk (enabled when a save exists)
💾 SaveSave chat history to a JSON file
📂 LoadLoad a previously saved chat history
⟳ RefreshRe-scan source files, classes, and level actors for project context
🗑 ClearClear the chat display without ending the session
⎘ CopyCopy the last AI response to clipboard
🔌 MCP StatusOpen http://localhost:3000/mcp/status in browser
📋 Tool SchemasOpen http://localhost:3000/mcp/tools in browser
⚙ SettingsOpen the Settings panel

Input Area

The Focus: field (optional) lets you specify a target for the prompt, e.g. BP_PlayerController, /Game/Blueprints/, or MyActor.h. This is prepended to the prompt so Claude knows what asset to focus on.

The main text area accepts multi-line prompts. Press ▶ Send (or Ctrl+Enter) to send. While waiting, the button changes to ✕ Cancel to abort the current request.

Welcome Card & Quick-Start Prompts

On first open (empty history), the welcome card displays quick-start example prompts. Click any prompt to send it immediately.

Tools — Actor & Level Editing

Tool NameDescriptionType
spawn_actorSpawn any UClass actor at a world location and rotation. Supports label and collision handling override.Modifying
get_level_actorsQuery actors in the current level. Filter by class, label substring, or tag. Returns name, label, class, location, rotation.Read-only
delete_actorsDelete actors from the level by name or label array. Marks world dirty.Modifying
move_actorSet an actor's absolute or relative location, rotation, and scale by label.Modifying
set_propertySet any UPROPERTY-reflected property on an actor or component. Supports nested property paths like RootComponent.RelativeLocation.X.Modifying
open_levelLoad a level by package path (e.g. /Game/Maps/MainLevel). Supports additive loading.Modifying
levelCreate new levels, duplicate existing ones, rename, or delete level packages.Modifying

Tools — Scripting & Console

Tool NameDescriptionType
run_console_commandExecute any editor or runtime console command, e.g. stat fps, r.SetRes 1920x1080.Modifying
execute_scriptWrite and run a Python or Blueprint editor utility script. Shows a permission dialog before execution. Runs asynchronously via the task queue.Async
cleanup_scriptsDelete temporary scripts generated by execute_script from the Saved directory.Modifying
get_script_historyList recently executed scripts: path, timestamp, and outcome.Read-only
get_output_logRetrieve the last N lines from the editor Output Log. Useful for diagnosing errors after other tool calls.Read-only

Tools — Blueprint

Tool NameDescriptionType
blueprint_queryRead a Blueprint's variables, functions, components, and event graph nodes. Returns a structured summary.Read-only
blueprint_modifyAdd or edit Blueprint variables, functions, event graph nodes, and wire connections. Recompiles the Blueprint on success.Modifying
anim_blueprint_modifyCreate and edit Animation Blueprint state machines: add states, transitions, and set animation asset references.Modifying
widget_blueprintCreate UMG Widget Blueprints and edit the widget tree: add Canvas Panels, Text Blocks, Buttons, Images, and bind events.Modifying

Tools — Asset Management

Tool NameDescriptionType
asset_searchSearch the content browser by asset class, path prefix, or name substring. Returns package paths.Read-only
asset_dependenciesList the assets that a given asset depends on (imports).Read-only
asset_referencersList the assets that reference (are used by) a given asset.Read-only
assetCreate new assets, duplicate, rename, move, or delete content browser packages.Modifying
file_systemRead text files, write text files, list directories, and check file existence within the project.Modifying

Tools — Animation

Tool NameDescriptionType
blend_spaceCreate BlendSpace1D or BlendSpace assets, set axis parameters, and add animation samples at (x, y) positions.Modifying
anim_montageCreate an AnimMontage from an AnimSequence, add slots, and insert AnimNotify events.Modifying
morph_targetRead available morph target names and current weights from a Skeletal Mesh Component, or set weights.Modifying
ik_setupConfigure IK chains on a Skeletal Mesh: set end effectors, poles, and IK solver parameters.Modifying
control_rigCreate Control Rig assets, add controls, and wire up forward-solve nodes in the rig graph.Modifying
physics_assetCreate Physics Asset bodies and constraints for a Skeletal Mesh. Set collision geometry types and constraint limits.Modifying

Tools — Character

Tool NameDescriptionType
characterScaffold a complete Character Blueprint: Skeletal Mesh, Capsule, CharacterMovement, SpringArm, Camera. Sets anim class and input bindings.Modifying
character_dataRead and write character stats: max walk speed, jump velocity, max health, crouch speed, and custom float properties.Modifying

Tools — World & Scene Editing

Tool NameDescriptionType
place_lightSpawn a light actor. type: point | spot | directional | rect | sky. Params: location, rotation, intensity, color {r,g,b}, attenuation_radius, cast_shadows. Spot extras: inner/outer cone angles. Rect extras: source_width/height.Modifying
place_cameraSpawn a CameraActor. Set FOV, aspect ratio, auto-activate for player, and enable Look At constraint.Modifying
place_decalSpawn a DecalActor. Set material, decal size, sort order, and fade screen size.Modifying
set_world_settingsEdit AWorldSettings: gravity Z, global time dilation, default physics volume settings, kill Z, and the default game mode.Modifying
add_post_process_volumeCreate a Post Process Volume: bloom intensity/threshold, depth of field focal distance/aperture, auto exposure, colour grading (temperature, tint, saturation), vignette intensity, and unbound toggle.Modifying
foliage_paintPaint foliage instances from a FoliageType asset into the level. Set count, radius, and ground slope constraints.Modifying
landscape_createCreate a Landscape actor with configurable section count, section size, and material assignment.Modifying
Example — Spawn a warm point light Claude will call place_light with type=point, intensity=5000, and color={r:1, g:0.5, b:0.1} when you ask: "Spawn a point light at the center of the level with warm orange color and intensity 5000."

Tools — Input

Tool NameDescriptionType
enhanced_inputCreate Enhanced Input actions and Input Mapping Context assets. Add key mappings with modifiers and triggers.Modifying
input_mappingsRead and write legacy UInputSettings axis and action mappings (pre-Enhanced Input).Modifying

Tools — Audio & Material

Tool NameDescriptionType
materialCreate Material assets or edit existing ones. Add Texture Sample, Constant, Multiply, Lerp, and other expression nodes. Set blending mode, shading model, and connect to output pins.Modifying
sound_cueCreate Sound Cue assets and build the graph: SoundWave inputs, Modulator, Random, Mixer, Attenuator, and Looping nodes.Modifying

Tools — Data Assets

Tool NameDescriptionType
data_tableCreate DataTable assets, define UStruct row type, and add/edit/delete rows. Supports CSV-compatible data.Modifying
curve_tableCreate CurveTable assets and add named float curves with key/value pairs.Modifying

Tools — AI

Tool NameDescriptionType
blackboardCreate Blackboard assets and add typed keys: Bool, Float, Int, Name, Object, String, Vector.Modifying
behavior_treeCreate Behavior Tree assets. Add composite nodes (Sequence, Selector), decorator nodes, and Task nodes. Wire the tree hierarchy.Modifying
nav_mesh_buildTrigger a full NavMesh rebuild on the current level and wait for completion.Modifying

Tools — Sequencer

Tool NameDescriptionType
level_sequenceCreate Level Sequence assets, add actor bindings, add transform tracks, and set keyframe values at specific frame times.Modifying

Tools — Networking

Tool NameDescriptionType
replication_settingsSet replication rules on actor properties and components: Replicated, ReplicatedUsing, net role, and relevancy settings.Modifying

Tools — Async Task Queue

Long operations (e.g., script execution that triggers a compile) use the async task queue to avoid HTTP timeout. Claude submits a task and polls for completion.

Tool NameDescriptionType
task_submitSubmit an operation to the background task queue. Returns a task ID.Async
task_statusPoll a task by ID: returns pending, running, completed, or failed.Read-only
task_resultRetrieve the full result payload of a completed task.Read-only
task_listList all tasks and their statuses.Read-only
task_cancelCancel a pending or running task by ID.Modifying

MCP Server Architecture

The plugin runs a lightweight HTTP server inside the editor process on http://localhost:3000. The Claude CLI connects to it through a Node.js MCP stdio bridge (Resources/UE4-Claude-mcp/index.js).

Endpoints

MethodPathDescription
GET/mcp/statusServer status, port, version, tool count
GET/mcp/toolsFull JSON schema for all registered tools
POST/mcp/tool/{name}Execute a tool — body is flat JSON params

Bridge Config

On each send, the plugin writes a temporary config to Saved/ClaudeProMCP/mcp-config.json pointing to the bridge at its absolute install path, then passes --mcp-config to the Claude CLI. No manual claude mcp add step is needed.

Important The MCP bridge requires node_modules to be installed. If you see "MCP bridge not found" errors, run npm install in Plugins/ClaudeProMCP/Resources/UE4-Claude-mcp/.

Troubleshooting

MCP server not connecting / tools not available

  1. Make sure the Unreal Editor is open with the plugin loaded (check the Output Log for "MCP Server started on http://localhost:3000").
  2. Run npm install in Plugins/ClaudeProMCP/Resources/UE4-Claude-mcp/ if not already done.
  3. Visit http://localhost:3000/mcp/status in a browser. If it responds, the server is running.
  4. Check Output Log → LogClaudeProMCP for "MCP config written to:" — if missing, the bridge path wasn't found.

Empty responses from Claude

  1. Verify the Claude CLI is installed: run claude --version in a terminal.
  2. Check your API key is set in Settings → Account.
  3. Test the CLI directly from the project directory:
    echo '{"type":"user","message":{"role":"user","content":[{"type":"text","text":"say pong"}]}}' | node "C:/Users/YourName/AppData/Roaming/npm/node_modules/@anthropic-ai/claude-code/cli.js" -p --output-format stream-json --input-format stream-json

Plugin fails to compile after updating

  1. Fully close the editor (verify no UE4Editor.exe in Task Manager).
  2. Delete Plugins/ClaudeProMCP/Binaries/ and Plugins/ClaudeProMCP/Intermediate/.
  3. Right-click the .uprojectGenerate Visual Studio project files, then open and build in Visual Studio.

"Tool not in deferred toollist"

This means the MCP bridge launched but returned zero tools (Unreal Editor server unreachable). Follow the MCP connection steps above.

Log categories to watch Filter the Output Log by LogClaudeProMCP to see all plugin activity: server start, config writes, tool registrations, and execution results.

FAQ

Does this work with UE5?

Yes. This plugin supports UE 4.27 through UE 5.0+. The codebase has been fully updated to the current UE5 API surface (FAppStyle, FTSTicker, FSavePackageArgs, and more).

Is an internet connection required?

Yes, the Claude CLI makes API calls to Anthropic's servers. Your prompts and project context are sent as part of the API request.

Can I use the free Claude tier?

Yes, but free tier has rate limits. For heavy use, a paid Anthropic plan is recommended.

Where are API keys stored?

API keys are stored in Saved/ClaudeProMCP/settings.json on your local machine. They are never sent anywhere except the Claude CLI process.

Can Claude modify C++ source files?

Claude can read and write files via file_system and run editor scripts via execute_script, but it does not have a native C++ compiler integration. It can write C++ source and suggest you rebuild manually.

How do I add a custom MCP tool?

Derive a class from FMCPToolBase, implement GetInfo() and Execute(), then call RegisterTool(MakeShared<YourTool>()) in FMCPToolRegistry::RegisterBuiltinTools().

Support & Community

💬

Discord

Join the community for help, feature requests, and updates.
discord.gg/Cgaa9CdtyF

GitHub

Report bugs and browse source code.
github.com/Alpha-xp5-ai

YouTube

Video tutorials and showcase content.
youtube.com/@alpha_xp0