by Natfii
Claude Code CLI integration for Unreal Engine 5.7 - Get AI coding assistance with built-in UE5.7 documentation context directly in the editor.
# Add to your Claude Code skills
git clone https://github.com/Natfii/UnrealClaude
Claude Code CLI integration for Unreal Engine 5.7 - Get AI coding assistance with built-in UE5.7 documentation context directly in the editor.
Supported Platforms: Windows (Win64), Linux, and macOS (Apple Silicon). On Windows please use Claude Code 2.1.52 or older if you run into tool issues (2.1.71 seems ok from testing so far).
UnrealClaude integrates the Claude Code CLI directly into the Unreal Engine 5.7 Editor. Instead of using the API directly, this plugin shells out to the claude command-line tool, leveraging your existing Claude Code authentication and capabilities.
Key Features:
npm install -g @anthropic-ai/claude-code
claude auth login
This will open a browser window to authenticate with your Anthropic account (Claude Pro/Max subscription) or set up API access.
claude --version
claude -p "Hello, can you see me?"
(Check the Editor category in the plugin browser. You might need to scroll down for it if search doesn't pick it up)
This plugin must be built from source for your platform and engine version. No prebuilt binaries are included.
Clone this repository (includes the MCP bridge submodule):
git clone --recurse-submodules https://github.com/Natfii/UnrealClaude.git
If you already cloned without --recurse-submodules, run:
cd UnrealClaude
git submodule update --init
Build the plugin:
Windows:
Engine\Build\BatchFiles\RunUAT.bat BuildPlugin -Plugin="PATH\TO\UnrealClaude\UnrealClaude\UnrealClaude.uplugin" -Package="OUTPUT\PATH" -TargetPlatforms=Win64
Linux:
Engine/Build/BatchFiles/RunUAT.sh BuildPlugin -Plugin="/path/to/UnrealClaude/UnrealClaude/UnrealClaude.uplugin" -Package="/output/path" -TargetPlatforms=Linux
macOS:
Engine/Build/BatchFiles/RunUAT.sh BuildPlugin -Plugin="/path/to/UnrealClaude/UnrealClaude/UnrealClaude.uplugin" -Package="/output/path" -TargetPlatforms=Mac
Copy the built plugin to either your project or engine plugins folder.
Option A: Project Plugin (Recommended)
Copy the build output to your project's Plugins directory:
YourProject/
├── Content/
├── Source/
└── Plugins/
└── UnrealClaude/
├── Binaries/
├── Source/
├── Resources/
├── Config/
└── UnrealClaude.uplugin
Option B: Engine Plugin (All Projects)
Copy to your engine's plugins folder:
Windows:
C:\Program Files\Epic Games\UE_5.7\Engine\Plugins\Marketplace\UnrealClaude\
Linux:
/path/to/UnrealEngine/Engine/Plugins/Marketplace/UnrealClaude/
Required for Blueprint tools and editor integration:
cd <PluginPath>/UnrealClaude/Resources/mcp-bridge
npm install
Launch the editor - the plugin will load automatically.
For full details, see INSTALL_MAC.md.
brew install node
npm install -g @anthropic-ai/claude-code
claude
Plugins/ directorycd YourProject/Plugins/UnrealClaude/Resources/mcp-bridge
npm install
For full details, see INSTALL_LINUX.md.
sudo dnf install -y nss nspr mesa-libgbm libXcomposite libXdamage libXrandr alsa-lib pciutils-libs libXcursor atk at-spi2-atk pango cairo gdk-pixbuf2 gtk3
sudo dnf install -y wl-clipboard # Wayland
sudo dnf install -y xclip # X11 fallback
export SDL_VIDEODRIVER=wayland
export UE_Linux_EnableWaylandNative=1
./UnrealEditor -vulkan
Menu → Tools → Claude Assistant
How do I create a custom Actor Component in C++?
What's the best way to implement a health system using GAS?
Explain World Partition and how to set up streaming for an open world.
Write a BlueprintCallable function that spawns particles at a location.
How do I properly use TObjectPtr<> vs raw pointers in UE5.7?
| Shortcut | Action |
|----------|--------|
| Enter | Send message |
| Shift+Enter | New line in input |
| Escape | Cancel current request |
Conversations are automatically saved to your project's Saved/UnrealClaude/ directory and restored when you reopen the editor. The plugin maintains conversation context across sessions.
UnrealClaude automatically gathers information about your project:
The plugin includes a Model Context Protocol (MCP) server with 20+ tools that expose editor functionality to Claude and external tools. The MCP server runs on port 3000 by default and starts automatically when the editor loads.
Tool Categories:
For full MCP tool documentation with parameters, examples, and API details, see UnrealClaude's MCP Bridge repository.
The MCP bridge includes a dynamic context loader that provides accurate UE 5.7 API documentation on demand. Use unreal_get_ue_context to query by category (animation, blueprint, slate, actor, assets, replication) or search by keywords. Context status is shown in unreal_status output.
You can extend the built-in UE5.7 context by creating a CLAUDE.md file in your project root:
# My Project Context
## Architecture
- This is a multiplayer survival game
- Using Dedicated Server model
- GAS for all abilities
## Coding Standards
- Always use UPROPERTY for Blueprint access
- Prefix interfaces with I (IInteractable)
- Use GameplayTags for ability identification
By default, the plugin runs Claude with these tools: Read, Write, Edit, Grep, Glob, Bash. You can modify this in `ClaudeSubsyst
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