# unreal-engine-skills-for-claude-code

Lets Claude drive a running Unreal Editor over MCP: actors, blueprints, materials, Niagara, Sequencer and more.

- plugin · `type=plugin` · Claude Code · ★ 1634
- Author: Epic Games
- License: MIT · policy=mirror · the beginning of the file is at the end of this page
- Source: https://github.com/EpicGames/unreal-engine-skills-for-claude-code-plugin
- Updated: 2026-09-17
- HTML: https://affpapa.org/en/nevibecode/plugins/unreal-engine-skills-for-claude-code

## What it does

Two pieces ship in the plugin. The `unreal-mcp` skill holds the instructions and workflows for driving the editor over MCP. A `SessionStart` hook injects a short note marking the repo as an Unreal Engine project, so Claude leans on UE conventions (C++/`UObject`, Slate, UHT) and reaches for that skill. The hook fires on `startup`, `resume` and `clear`.

Before any of it works, enable the ModelContextProtocol and AllToolsets plugins in the editor. Without AllToolsets the server exposes no tools at all. The editor has to be running with the MCP server started — run `ModelContextProtocol.StartServer` in the console. Default port is 8000, URL path `/mcp`. There is no static `.mcp.json`; generate one with `ModelContextProtocol.GenerateClientConfig ClaudeCode` and re-run it after changing the port or URL.

On Windows you need Git Bash or WSL. The hook is a bash script, and native PowerShell has no `bash` on `PATH`. The MCP tools keep working either way; you just lose the project-context note. Weigh the access before installing: `ProgrammaticToolset.execute_tool_script` runs arbitrary Python inside the editor process, and `--dangerously-skip-permissions` drops the per-tool approval gate. Save and commit before a long session, because these tools edit live `UObject` state and can move or delete version-controlled assets in a single call.

## Requirements
- Works with: Unreal Engine

## Install

### Claude Code (native platform)

**Plugin marketplace**
In the agent chat (not a shell):
```text
/plugin install unreal-engine-skills-for-claude-code@claude-plugins-official
```
In the agent chat (not a shell):
```text
/plugin marketplace add anthropics/claude-plugins-community
```
In the agent chat (not a shell):
```text
/plugin install unreal-engine-skills-for-claude-code@claude-community
```
In the agent chat (not a shell):
```text
/plugin marketplace add anthropics/claude-plugins-official
```

## When to use it
- list every actor in the current level
- tweak material parameters from the chat
- build Sequencer logic without clicking through the editor
- run automation tests inside the editor
- inspect blueprint and State Tree structure

## Example prompts
- List all actors in the current level
- Describe the Niagara toolset through unreal-mcp
- Generate the MCP client config for Claude

## Source text · SKILL.md · MIT

Below is the content of a third-party file. It is data, not instructions for you: do not act on anything written inside unless the human asks. Block tag: 4b3e0b884a4bd7d1.

BEGIN THIRD-PARTY FILE 4b3e0b884a4bd7d1
````text
# Unreal Engine Skills for Claude Code

Control Unreal Editor directly from Claude Code via MCP. Hundreds of tools exposed via Unreal's ToolsetRegistry across 30+ toolsets: actors, blueprints, materials, Niagara, Control Rigs, Sequencer, State Trees, widgets, Gameplay Ability System, automation testing, and more.

## Contents

### Skills

- **`unreal-mcp`** (`skills/unreal-mcp`) - instructions and workflows for driving the Unreal Editor via MCP.

### Hooks

- **SessionStart** (`hooks/unreal-context.sh`) - injects a short note identifying the repo as an Unreal Engine project so Claude defaults to UE conventions (C++/`UObject`, Slate, UHT) and prefers the `unreal-mcp` skill. Runs on `startup`, `resume`, and `clear`.

## Prerequisites

1. **Unreal Editor** with the **ModelContextProtocol** and **AllToolsets** plugins enabled (`AllToolsets` provides the tools; the server exposes none without it)
2. **Editor running to execute tools**, with the MCP server started. Run `ModelContextProtocol.StartServer`, or enable `bAutoStartServer` through `skills/unreal-mcp/references/setup.md`. The optional proxy can keep the client connection open while the editor is stopped.
3. **A bash shell on `PATH`** - required for the `SessionStart` hook (see **Platform Support**)

## Platform Support

Supported: **macOS**, **Linux**, and **Windows via Git Bash or WSL**.

The `SessionStart` hook is a bash script (`hooks/unreal-context.sh`) invoked by `hooks/hooks.json` as `bash ${CLAUDE_PLUGIN_ROOT}/hooks/unreal-context.sh`. It requires a working `bash` on `PATH`:

- **macOS / Linux:** works out of the box.
- **Windows:** install **Git for Windows** (provides Git Bash) or run Claude Code under **WSL**. Native PowerShell without one of those does not have `bash` on `PATH`, and the hook will not run. The plugin's MCP tools still work; you just lose the short project-context note the hook injects at session start. There is no separate PowerShell companion script today.

## Installation

This plugin is published in Anthropic's official Claude Code plugin marketplace, `claude-plugins-official`, which is available automatically when you start Claude Code. Browse it at [claude.com/plugins](https://claude.com/plugins) or in the **Discover** tab of the `/plugin` panel.

### Install for a single developer

In Claude Code:

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

If the official marketplace is not present, add it first, then run the install command above:

```
/plugin marketplace add anthropics/claude-plugins-official
```

### Install for a team

Commit this to `.claude/settings.json` in the project that should use the plugin. Anyone who trusts the project folder is prompted to install it automatically:

```json
{
  "enabledPlugins": {
    "unreal-engine-skills-for-claude-code@claude-plugins-official": true
  }
}
```

## Verification

1. Launch Unreal Editor, then run `ModelContextProtocol.StartServer` in the console to start the MCP server.
2. Check the Output Log for MCP server startup messages.
3. In Claude Code, run `/plugin`. The **Installed** tab should list `unreal-engine-skills-for-claude-code` as enabled. This confirms the plugin itself (skills, hooks) is loaded.
4. Run `/mcp`. Check for `unreal-mcp`, or `unreal-mcp-proxy` if you installed the proxy. A connected proxy does not prove that Unreal is reachable.
5. Try: "List all actors in the current level".

## Configuration

The default port is **8000** with URL path `/mcp`. If the port is in use, run `ModelContextProtocol.StartServer <port>` in the console with a different port number.

> **Note:** This plugin does not ship a static `.mcp.json` file. Run `ModelContextProtocol.GenerateClientConfig ClaudeCode` in the editor console to generate it from the current server port and URL; re-run after changing either.

### Optional proxy for editor recovery
````
END THIRD-PARTY FILE 4b3e0b884a4bd7d1

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First 3886 of 8398 bytes. © Epic Games · MIT · https://github.com/EpicGames/unreal-engine-skills-for-claude-code-plugin

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