Unreal Engine Skills for Claude Code plugin

Epic Games' official plugin that lets Claude Code drive a running Unreal Editor over MCP, from actors and Blueprints to Niagara and Sequencer

  • 1,724 ★ on the repository
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  • MIT
PluginOfficialEditors’ pick

Broad access

Why this level

  • The ProgrammaticToolset.execute_tool_script tool runs arbitrary Python inside the editor and can change, move or delete project content
  • A single call can change assets tracked by version control, and some edits to live objects cannot be undone
  • The server listens on local port 8000 and any process of the same user can connect to it, and the SessionStart hook runs a bash script on session start
All reasons and checks

epicgames/unreal-engine-skills-for-claude-code-plugin

Install

Works in

Manual install

/plugin install unreal-engine-skills-for-claude-code@claude-plugins-official

If the official marketplace is missing, add it first: /plugin marketplace add anthropics/claude-plugins-official.

Access and checks

How we review

Broad accessThe tool can change data, run commands or handle secrets.

  • The ProgrammaticToolset.execute_tool_script tool runs arbitrary Python inside the editor and can change, move or delete project content
  • A single call can change assets tracked by version control, and some edits to live objects cannot be undone
  • The server listens on local port 8000 and any process of the same user can connect to it, and the SessionStart hook runs a bash script on session start

This is third-party code. Review the repository files before installing.

What it does

The plugin connects Claude Code to a running Unreal Editor through the engine's MCP server. The server publishes hundreds of tools from the ToolsetRegistry, grouped into more than 30 toolsets: actors and scene, Blueprints, materials, meshes and textures, Control Rigs, Sequencer, State Trees, UMG widgets, Niagara, the Gameplay Ability System and C++ automation tests. You can ask it to list every actor in a level, build a Blueprint, connect pins, create a material, or run tests and read the results. The plugin ships three skills. The unreal-mcp skill teaches the agent to find the right toolset first with list_toolsets and describe_toolset, then call the tool through call_tool. Tool search is on by default, so the context holds three meta-tools instead of the whole catalog. It also carries safety rules: save the project before and after bulk edits, wait for compilation, check every tool's response and mind Play in Editor mode. The create-toolset and unreal-skill skills are for people who extend the editor itself: the first explains how to add a new toolset in C++ or Python to the registry, the second how to write an Agent Skill for the editor. A SessionStart hook runs a bash script that walks up the folders looking for a `.uproject` file or engine source markers and tells Claude it is inside an Unreal project: follow C++, UObject, Slate and UHT conventions and use the unreal-mcp skill.

Who it is for. For Unreal Engine game developers and technical artists who want Claude Code to handle routine editor work: scenes, Blueprints, materials, effects and test runs.

Good fit when

  • A scene needs a bulk change: place, rename or delete actors and sort them into outliner folders
  • A Blueprint has to be built from a description: add variables, nodes and pin connections, compile and check the result
  • You need a material or material instance with set parameters without opening the graph editor by hand
  • You want to run C++ automation tests and get a detailed breakdown of the failures
  • You are writing your own editor toolset and want the agent to know how to register it in the ToolsetRegistry

Not a fit when

  • Unreal Editor is not running: the tools execute only in a running editor with the MCP server started
  • You only need C++ written in an IDE: Claude Code alone is enough, with no editor connection
  • The machine is shared or untrusted: the port is open to any process of the same user on that computer
  • The project is unsaved and not under version control: edits to live objects cannot always be undone
  • Claude Code runs with the `--dangerously-skip-permissions` flag: in that mode the plugin can change the project without confirmations

Example request

List all actors in the current level, find the unnamed point lights among them and rename them using the Light_Zone_number pattern

Limitations

The ModelContextProtocol and AllToolsets plugins must be enabled in Unreal Editor: without the second one the server exposes no tools. The editor has to be running and the server started with `ModelContextProtocol.StartServer` in the console or the bAutoStartServer setting. The default is port 8000 and path /mcp, and another port is passed as a command argument.

The plugin ships no `.mcp.json`. The `ModelContextProtocol.GenerateClientConfig ClaudeCode` command in the editor console creates it, and after changing the port or URL you run it again.

The SessionStart hook is written in bash and works on macOS, Linux and Windows through Git Bash or WSL. In plain PowerShell without them the hook does not run, but the MCP tools keep working and only the startup note is lost. Whether Unreal Engine can be downloaded from Russia was not checked for this card.

How to disable. In Claude Code, open `/plugin`, the Installed tab, and disable or remove unreal-engine-skills-for-claude-code. For a team, delete the line from `enabledPlugins` in `.claude/settings.json`. Stop the server in the editor by closing Unreal Editor, or turn off the ModelContextProtocol plugin in the project.

FAQ

How do I install the Unreal Engine plugin for Claude Code?

Run `/plugin install unreal-engine-skills-for-claude-code@claude-plugins-official`. The claude-plugins-official marketplace is available in Claude Code out of the box, and if it is missing, add it with `/plugin marketplace add anthropics/claude-plugins-official`. For a team, put an enabledPlugins block in `.claude/settings.json` and members get an install prompt automatically.

How do I connect Claude Code to Unreal Editor?

Enable the ModelContextProtocol and AllToolsets plugins in the editor, then start the server with `ModelContextProtocol.StartServer` in the console. The client config is created by `ModelContextProtocol.GenerateClientConfig ClaudeCode`. Verify the connection with `/mcp` in Claude Code and the request "List all actors in the current level".

Why does the tool list show only three meta-tools?

Tool search is on by default: the server shows list_toolsets, describe_toolset and call_tool instead of the whole catalog. This keeps the context small and the prompt cache warm. The agent finds the needed toolset on demand and calls the tool through call_tool in the same turn. The bEnableToolSearch setting switches the mode.

What does execute_tool_script do and why is it dangerous?

ProgrammaticToolset.execute_tool_script runs arbitrary Python inside the editor process with full access to the tools, the project on disk and the asset database. With approvals disabled it runs without further consent and can change or delete project content. Save and commit before a long session.

Do I need the unreal_mcp_proxy?

It is optional. If the engine build includes the Engine/Plugins/Experimental/ModelContextProtocol/Extras/Proxy folder, the proxy keeps the client session open while the editor is stopped and reconnects after it starts. Without a cached catalog it exposes only the unreal_mcp_status tool until the client receives the recovered catalog.

Discussion

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Comparison with similar tools

Entries that share the main search query, and how they differ.

EntryOfficialAuthenticationRepository starsMain difference
Unreal Engine Skills for Claude Code (this entry)yes1,724
Unreal MCPnonot required2,108a third-party MCP server built from a C++ plugin and a FastMCP server: actors, Blueprints, graph nodes and the camera, but without the engine's tool registry
Unity MCP Servernonot required530an MCP server for the Unity editor: scene, objects, components and profiling
Blender MCPnonot required32,717an MCP server and add-on for Blender that models objects, materials and scenes

README in short

The README opens with a promise to drive Unreal Editor from Claude Code over MCP. It then lists the plugin's contents, the requirements for the editor and bash, supported platforms, install commands for a single developer and for a team, and steps to verify the connection and set the port. A separate security section states that editor access is broad, localhost is not a trust boundary and execute_tool_script runs arbitrary Python. It ends with the areas the tools cover.

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