soft-ue-cli
A Python CLI and MCP server that lets an agent spawn actors, edit Blueprints and run PIE sessions in Unreal Engine 5
- 216 ★ on the repository
- Last commit
- MIT
Broad access
Why this level
- `run-python-script` executes arbitrary Python in Unreal's embedded interpreter with access to the project
- The in-editor bridge accepts HTTP commands on port 8080 that change assets, Blueprints and levels and trigger a project rebuild
Install
- Works in
In your terminal, with SkillFoxx CLI
npx skillfoxx add cli/soft-ue-cliDetects the agents on your machine, shows the access level and pins the version.
Other ways to install
Access and checks
How we reviewBroad accessThe tool can change data, run commands or handle secrets.
- `run-python-script` executes arbitrary Python in Unreal's embedded interpreter with access to the project
- The in-editor bridge accepts HTTP commands on port 8080 that change assets, Blueprints and levels and trigger a project rebuild
This is third-party code. Review the repository files before installing.
What it does
soft-ue-cli drives Unreal Engine 5 from a terminal or an MCP client. One Python package gives an agent more than 120 commands: Claude Code, Cursor or Windsurf spawn actors in a level, edit Blueprints, materials, MetaSound and StateTree, build UMG screens, run Play-In-Editor sessions and capture viewport screenshots. Screenshot size and color depth are adjustable to spend fewer tokens. Live commands go to a running editor through the SoftUEBridge plugin, which starts an HTTP server inside the Unreal process and accepts JSON-RPC calls. With the editor closed, offline commands still work: they parse and diff `.uasset` files and read and audit `.ini`, `.uproject` and `BuildConfiguration.xml`. The `mcp-serve` mode publishes the same commands as MCP tools. Built-in skill prompts walk an agent through long scenarios: porting a Blueprint to C++, building a UMG screen, filling a level from a reference image, and recovering binary assets after a merge conflict.
Who it is for. Unreal Engine 5 game developers who hand editor routine to an agent: actor placement, Blueprint edits, UI assembly and PIE runs in CI.
Good fit when
- A scene has to be built from a reference picture: the `level-from-image` skill picks project assets, places actors in a batch and checks the result against viewport screenshots
- A Blueprint is due for a C++ rewrite and moving the graph by hand takes days: the `blueprint-to-cpp` skill generates the header and implementation
- A UI screen is built in UMG and checked in PIE right away: the `author-umg` skill pins widget names and compares layouts
- A merge conflict hit binary `.uasset` files in Git or Perforce and you need to see what changed: `asset diff-file` shows the differences without launching the editor
- Several agent sessions share one editor and step on each other: the `session` command group keeps a shared roster of sessions
- CI checks a regression in a packaged `Development` build: `runtime smoke-plan` emits a smoke-test plan
Not a fit when
- The project is on Unreal Engine 5.8 and Epic's official MCP covers your scenario: the README itself recommends using it then
- The project is built on Unity or Godot: the package works only with Unreal Engine
- The agent has to drive a final release build: the bridge is described for `Development` and `DebugGame` builds
- You only need to edit a plain-text config without Unreal: an ordinary editor is enough, and the offline `config` commands pay off on large layer hierarchies
Example request
Connect soft-ue-cli to the project in this folder, launch the editor and place five player starts on the level in a gridLimitations
- Live commands work only with a running editor or a built game that includes the SoftUEBridge plugin. The plugin is copied into the project, enabled in `.uproject` and the project is rebuilt.
- The main development target is now Unreal Engine 5.8; 5.7 compatibility is maintained.
- Some commands need extra Unreal plugins. Without them the bridge returns a `plugin_unavailable` error.
- The README gives the command count only approximately; the exact list comes from `soft-ue-cli commands --json`.
How to disable. Remove the SoftUEBridge entry from `.uproject`, delete the plugin folder from the project and rebuild. `pip uninstall soft-ue-cli` removes the Python package, and the MCP server only needs to be deleted from the client configuration.
FAQ
How do I connect soft-ue-cli to Claude Code?
Install the package with `pip install soft-ue-cli` and run `soft-ue-cli setup /path/to/project` inside Claude Code. The command prints steps, and the agent copies the plugin and edits `.uproject` itself. After a rebuild and an editor launch, `soft-ue-cli check-setup` should show three OK marks.
How do I add soft-ue-cli to Cursor or Claude Desktop as an MCP server?
Install the package with the extra, `pip install soft-ue-cli[mcp]`, and add a server to the client configuration with the command `soft-ue-cli` and the argument `mcp-serve`. The transport is stdio and no keys are needed.
What if check-setup cannot see the bridge?
Make sure the editor is running and the log has the line `LogSoftUEBridge: Bridge server started on port 8080`. If the bridge listens on another port or runs on another machine, set `SOFT_UE_BRIDGE_PORT` or `SOFT_UE_BRIDGE_URL`.
How does soft-ue-cli differ from the official Unreal Engine 5.8 MCP?
It is a separate layer: the package also works as a plain CLI for terminals and CI, reads `.uasset` without the editor and connects to `Development` builds. Epic's built-in MCP is simpler where it covers your scenario.
How do I see which commands my version has?
`soft-ue-cli commands --json` returns the command catalog with editor, PIE and optional plugin requirements, and `soft-ue-cli skills list` shows the bundled skills.
Discussion
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Comparison with similar tools
Cards that share the main search query, and how they differ.
| Tool | Official | Authentication | Repository stars | Main difference |
|---|---|---|---|---|
| soft-ue-cli (this card) | no | 216 | ||
| Unreal MCP | no | not required | 2,115 | an MCP server with no separate CLI mode and no offline `.uasset` parsing |
| UnrealClaude | no | not required | 1,031 | a plugin that embeds Claude Code inside the Unreal Engine 5.7 editor |
README in short
The page opens with the two connection paths, a live bridge in the editor and offline file parsing. It continues with a five-step quick start, the architecture sketch, the command taxonomy and a reference by group: actors, Blueprints, assets, materials, cloth, PIE, profiling, StateTree, UMG. The end collects call examples, bridge environment variables and a comparison with Unreal's built-in Remote Control API.