|
|
||
|---|---|---|
| docs | ||
| skills/blueprint-workflow | ||
| src/unreal_mcp | ||
| tests | ||
| .env.example | ||
| .gitignore | ||
| .mcp.json | ||
| CLAUDE.md | ||
| package.json | ||
| pyproject.toml | ||
| README.md | ||
| tmpclaude-4a3e-cwd | ||
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 spawnedget_project_assets()- List all project assetsscan_cpp_classes()- Find C++ classes
Scene Manipulation
spawn_actor()- Spawn actors in sceneget_scene_hierarchy()- Get level structuremodify_actor_transform()- Move/rotate/scale
Debug & Profiling
get_console_logs()- Real-time logsanalyze_crash_dump()- Crash analysisprofile_blueprint()- Performance profiling
Blueprint Operations
create_blueprint_from_cpp()- Generate BP from C++compile_blueprint()- Compile and get errorsexecute_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)
- Enable Python Editor Script Plugin
- Enable Python Remote Execution in Project Settings
- 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
- SPEC.md - Complete technical specification
- IMPLEMENTATION_PLAN.md - Implementation roadmap
- REFERENCES.md - All research and sources
- CLAUDE.md - Dev guide
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
- GitHub: @AlexisTrouve
Ready to supercharge your Unreal development!