by softdaddy-o
Python CLI + UE plugin that lets Claude Code (AI coding agent) control Unreal Engine in real time. Spawn actors, edit blueprints, call functions, capture screenshots, manage PIE sessions, and more -- all from the terminal. Works with UE5 editor and packaged builds via an in-process HTTP bridge.
# Add to your Claude Code skills
git clone https://github.com/softdaddy-o/soft-ue-cliLast scanned: 5/30/2026
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}soft-ue-cli is an open-source ai agents skill for AI coding assistants such as Claude Code, Codex CLI, and ChatGPT, built by softdaddy-o. Python CLI + UE plugin that lets Claude Code (AI coding agent) control Unreal Engine in real time. Spawn actors, edit blueprints, call functions, capture screenshots, manage PIE sessions, and more -- all from the terminal. Works with UE5 editor and packaged builds via an in-process HTTP bridge. It has 172 GitHub stars.
Yes. soft-ue-cli passed SkillsLLM's automated security scan — a dependency vulnerability audit plus prompt-injection heuristics — with no high-severity issues. You can read the full report in the Security Report section on this page.
Clone the repository with "git clone https://github.com/softdaddy-o/soft-ue-cli" and add it to your Claude Code skills directory (see the Installation section above).
soft-ue-cli is primarily written in C++. It is open-source under softdaddy-o on GitHub, so you can review or fork the full source.
Yes. SkillsLLM lists many other AI Agents skills you can browse and compare side by side. Open the AI Agents category from the badge at the top of this page, or use the Related Skills and comparison links further down to weigh soft-ue-cli against similar tools.
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Built and maintained by a solo developer. Support this project if it saves you time.
Control Unreal Engine 5 from your AI agent or terminal. soft-ue-cli gives any LLM -- via MCP server or CLI -- 120+ commands and tools to spawn actors, edit Blueprints, inspect materials, build UMG screens, read and patch UE config files, run Play-In-Editor sessions, capture token-efficient screenshots, profile performance, and inspect local Unreal assets.
Two connection paths. One package. Bridge tools when Unreal is running, offline tools when it is not, and a command catalog that tells agents which surface is canonical, which removed flat names map to which canonical tools, and which optional Unreal plugins are required.
LLM client / shell / CI
|
v
soft-ue-cli (CLI or MCP server)
|
+-- Live bridge path ----------------------------------------------+
| HTTP / JSON-RPC
| -> SoftUEBridge plugin inside UE editor / PIE / dev build
| -> Actor, Blueprint, material, widget, PIE, profiling tools
|
+-- Offline local path --------------------------------------------+
Direct local parsing
-> .uasset / .uexp / .ini / .uproject / BuildConfiguration.xml
-> asset inspect-file, asset diff-file, config tree/get/diff/audit, skills
mcp-serve) for Claude Desktop, Cursor, Windsurf, and other MCP clients, or as a standard CLI for Claude Code, shell scripts, and CI/CD. Same 120+ tool surface either way.umg, capture, mutable, statetree, anim, asset, and blueprint. Removed flat names are discoverable with commands --include-removed.soft-ue-cli commands --json reports bridge/editor/PIE requirements plus optional Unreal plugin dependencies, and bridge tools return structured plugin_unavailable errors when a plugin is missing..ini, BuildConfiguration.xml, and .uproject data from one config command group.httpx and Pillow. Add [mcp] extra for MCP server mode.SOFT_UE_BRIDGE environment variable means only developers who need the bridge get it compiled in.Recent releases moved soft-ue-cli from a flat list of one-off bridge calls toward a discoverable automation surface for agents:
commands is the source of truth for command status, replacement names, runtime requirements, optional plugin requirements, and examples.umg, capture, mutable, statetree, anim, asset, blueprint) are now the supported public command surface. Removed flat commands are listed only as migration metadata via commands --include-removed.plugin_unavailable diagnostics.UE 5.8 is adding first-party Unreal MCP support. Use it when you want an Epic-managed, UE 5.8-native MCP endpoint and it already covers the workflow you need.
soft-ue-cli is intentionally a different layer rather than a replacement for first-party MCP:
.uasset, .uexp, .ini, .uproject, .uplugin, and BuildConfiguration.xml files, even when the editor is closed.test-tools smoke workflow for repeatable agent execution, not just raw editor operations.commands --include-removed instead of keeping duplicate public command names alive.The two can coexist: use UE's first-party MCP for native UE 5.8 editor coverage when it fits, and use soft-ue-cli for UE 5.7 projects, cooked Development/DebugGame builds, CLI/CI automation, offline inspection, curated workflows, visual capture transforms, optional plugin diagnostics, and bridge tools that move independently of engine releases.
pip install soft-ue-cli # CLI only
pip install soft-ue-cli[mcp] # CLI + MCP server
Run the setup command inside your LLM client (Claude Code, Cursor, etc.) ??it outputs step-by-step instructions that the AI agent will follow to copy the plugin, edit your .uproject, and configure itself:
soft-ue-cli setup /path/to/YourProject
If you're running manually (not via an LLM), follow the printed instructions yourself: copy the plugin directory, add the "Plugins" entry to your .uproject, and create the CLAUDE.md snippet.
After regenerating project files and rebuilding, launch the editor. Look for this log line to confirm the bridge is running:
LogSoftUEBridge: Bridge server started on port 8080
soft-ue-cli check-setup
You should see all checks pass:
[OK] Plugin files found.
[OK] SoftUEBridge enabled in YourGame.uproject.
[OK] Bridge server reachable.
Add to your MCP client config (Claude Desktop, Cursor, Windsurf, etc.):
{
"mcpServers": {
"soft-ue-cli": {
"command": "soft-ue-cli",
"args": ["mcp-serve"]
}
}
}
The AI editor now has direct access to 120+ UE tools and skill prompts -- no terminal needed.
soft-ue-cli command
|
+-- Bridge-backed commands ----------------------------------------+
| HTTP / JSON-RPC
| -> SoftUEBridge plugin (UGameInstanceSubsystem inside UE)
| -> UE APIs on the game thread
| -> Runtime/editor operations such as spawn-actor, PIE, query-level
|
+-- Offline commands ----------------------------------------------+
Local parsers and file readers
-> Package tables / tagged properties / config hierarchy
-> asset inspect-file, asset diff-file, config *, skills get/list
The SoftUEBridge plugin is a lightweight C++ UGameInstanceSubsystem that starts an embedded HTTP server on port 8080 when UE launches. Bridge-backed commands send JSON-RPC requests to this server, and the plugin executes the corresponding UE operations on the game thread, returning structured JSON responses. Offline commands bypass the bridge entirely and operate directly on local files.
Automation commands return structured JSON to stdout (except get-logs --raw). Discovery and support commands use human-readable output by default where that is more useful, and expose --json where applicable. Exit code 0 means success, 1 means err