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Unreal Engine Development Suite

AI-powered Unreal Engine development combining native C++ expertise, Blueprint workflows, and live editor interaction.

What is it?

A complete development suite for Unreal Engine featuring:

  • CLAUDE.md - Expert C++ code generation (no tools needed!)
  • Skills - Blueprint workflows (bidirectional BP <-> C++)
  • MCP Server - Runtime debugging + project intelligence

Unique: The only solution offering native C++ generation + bidirectional Blueprint workflows + live editor interaction.


Architecture

CLAUDE.md (Expert Context)
    | Natural C++ generation
Skills (Blueprint Workflows)
    | Uses MCP when needed
MCP Server (Python - Runtime + Intelligence)
    -> get_spawnable_classes()
    -> spawn_actor()
    -> debug tools

Features

C++ Generation (via CLAUDE.md)

User: "Create an AWeapon with ammo and reload"
-> Claude generates production-ready C++ (no MCP tool!)
  • Production-ready code that compiles first try
  • Epic Coding Standards compliant
  • Proper Unreal macros (UCLASS, UPROPERTY, UFUNCTION)
  • Network replication patterns
  • Blueprint-friendly code

Blueprint Workflows (via Skills)

/blueprint-workflow bp-to-cpp - Optimize Blueprints

BP_Enemy.uasset -> Enemy.h/cpp (+120% performance)

/blueprint-workflow cpp-to-bp - Generate Blueprints

Weapon.h -> BP_Weapon (designer-friendly)

/blueprint-workflow transform - Round-Trip Magic

BP_Character -> Add dash ability -> BP_Character_v2

/blueprint-workflow analyze - Performance Analysis

Detects: Tick overhead, Blueprint casts, anti-patterns

Live Editor (via MCP)

Project Intelligence

  • get_spawnable_classes() - Discover what can be spawned
  • get_project_assets() - List all project assets
  • scan_cpp_classes() - Find C++ classes

Scene Manipulation

  • spawn_actor() - Spawn actors in scene
  • get_scene_hierarchy() - Get level structure
  • modify_actor_transform() - Move/rotate/scale

Debug & Profiling

  • get_console_logs() - Real-time logs
  • analyze_crash_dump() - Crash analysis
  • profile_blueprint() - Performance profiling

Blueprint Operations

  • create_blueprint_from_cpp() - Generate BP from C++
  • compile_blueprint() - Compile and get errors
  • execute_python_script() - Run Python in editor

Quick Start

1. Setup CLAUDE.md

The CLAUDE.md file contains expert Unreal C++ context. Claude reads it automatically.

Just ask Claude to generate code:

"Create a health component with damage and healing"
-> Code generated instantly!

2. Use Skills for Blueprints

# Analyze a Blueprint
/blueprint-workflow analyze BP_Enemy.uasset

# Convert Blueprint to C++
/blueprint-workflow bp-to-cpp BP_Enemy.uasset

# Generate Blueprint from C++
/blueprint-workflow cpp-to-bp Weapon.h

# Transform with AI
/blueprint-workflow transform BP_Character.uasset "add dash ability"

3. MCP for Runtime/Debug

The MCP server provides live editor interaction:

User: "Spawn 5 enemies in a circle"
-> Claude uses get_spawnable_classes()
-> Claude spawns actors via spawn_actor()

Installation

Prerequisites

  • Python 3.11+
  • Unreal Engine 5.3+ (optional, for MCP features)
  • Claude Code

Setup

# Clone repository
git clone https://github.com/AlexisTrouve/unreal-mcp.git
cd unreal-mcp

# Install with pip
pip install -e .

# Or with uv (recommended)
uv pip install -e .

Configure Claude Code

The .mcp.json file is already included in the repo. Just update UE_PROJECT_PATH:

{
  "mcpServers": {
    "unreal-mcp": {
      "command": "python",
      "args": ["-m", "unreal_mcp.server"],
      "env": {
        "UE_PROJECT_PATH": "C:/MyProject"
      }
    }
  }
}

Then restart Claude Code or run /mcp to reload MCP servers.

Configure Unreal Editor (Optional - for runtime features)

  1. Enable Python Editor Script Plugin
  2. Enable Python Remote Execution in Project Settings
  3. Restart Unreal Editor

Usage Examples

Example 1: Simple C++ Generation

User: "Create a rifle with 30 ammo and auto-reload"

Claude: [Reads CLAUDE.md]
        [Generates Rifle.h + Rifle.cpp]

-> Production-ready C++ code!

Example 2: Blueprint Optimization

User: /blueprint-workflow analyze BP_AI.uasset

Result:
Performance Analysis: BP_AI

Issues Found:
- Event Tick: 23 operations/frame (HIGH COST)
  -> Suggestion: Replace with Events + Timer

Estimated Gain: +180% performance

Example 3: Scene Manipulation

User: "Spawn 10 enemies in a circle"

Claude: [MCP: get_spawnable_classes()]
        "Found BP_Enemy"

        [MCP: spawn_actor() x 10]

        10 enemies spawned in a circle (500 unit radius)

Why This Architecture?

Simple Things Stay Simple

Generate C++ -> Just ask Claude (CLAUDE.md only)

  • No tool overhead
  • Instant response
  • Natural conversation

Complex Things Are Powerful

Blueprint workflows -> Skills handle complexity

  • Multi-step processes
  • Parsing .uasset files
  • Code transformation

Runtime debugging -> MCP provides live access

  • Real-time logs
  • Scene manipulation
  • Project intelligence

Works Online and Offline

  • CLAUDE.md - Always available
  • Skills - Can generate scripts for later
  • MCP - Gracefully degrades if editor closed

Unique Differentiators

vs Other MCP Servers

  • Them: Runtime scene manipulation only
  • Us: C++ generation + Blueprint workflows + Runtime

vs NodeToCode

  • Them: Blueprint -> C++ only (one-way)
  • Us: Bidirectional BP <-> C++ + Round-trip transformations

vs Bluepy

  • Them: Text -> Blueprint only
  • Us: Full workflows including C++ -> BP

Documentation


Status

Current: Architecture finalized, Python stack chosen

Phase 0: Setup (Current)

  • Architecture defined
  • Documentation updated for Python
  • pyproject.toml + structure
  • MCP SDK setup

Phase 1: Project Intelligence

  • get_spawnable_classes()
  • get_project_assets()
  • Unreal connection

Contributing

Contributions welcome! See CONTRIBUTING.md for guidelines.


License

MIT License - see LICENSE for details


Author

Alexis Trouve


Ready to supercharge your Unreal development!