Enables AI agents to interact with Unreal Engine 5.7, providing capabilities to manipulate actors, query scene hierarchies, manage materials and assets, execute editor commands, and perform viewport perception through screenshots and metadata.
Click on "Install Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@UnrealEngine Bridgefind the actor named 'Cube' and change its material to 'M_Brick_Red'"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
UnrealEngine Bridge
An agentic AI bridge connecting Claude Code to Unreal Engine 5.7. Claude can perceive, reason about, and manipulate UE5 scenes through MCP tools, a file-based bridge protocol, and the Remote Control API.
Forked from TranslatorsGame/ue-bridge. This version focuses on expanding agentic capabilities.
What's Included
Component | Description |
UEBridge plugin | Drop-in UE5 plugin with Runtime + Editor modules |
ViewportPerception plugin | Viewport capture with metadata for AI perception |
MCP server | 11 tool modules (39 tools) for Claude Code integration |
Bridge orchestrator | Python game flow with USD-native file I/O |
Behavioral tracking | Response time, hesitation, burnout detection |
Quick Start
1. UE5 Setup
Open
UnrealEngine_Bridge.uprojectin UE 5.7Go to Edit > Plugins, search "UE Bridge", enable it
Restart the editor
Verify Remote Control is active on
localhost:30010
2. Python Setup
3. MCP Integration
Add to your Claude Code MCP config:
MCP Tools (39)
Actors (6)
Tool | Purpose |
| Create actors in the level |
| Remove actors |
| Query all actors |
| Position/rotate/scale actors |
| Duplicate an actor with offset |
| Get axis-aligned bounding box |
Scene Understanding (4)
Tool | Purpose |
| Full actor info: class, transform, components, tags, parent |
| Filtered queries with class, tag, name, and spatial search |
| Deep component inspection (mesh, materials, lights) |
| Parent-child attachment tree (max depth 10) |
Materials (4)
Tool | Purpose |
| Create MaterialInstanceConstant from parent |
| Set scalar/vector/texture parameters |
| List all exposed parameters with values |
| Apply material to actor mesh component |
Editor Utilities (5)
Tool | Purpose |
| Execute console commands (with safety blocklist) |
| Undo/redo editor actions |
| Focus viewport on actor |
| Set editor selection by label |
Properties (2)
Tool | Purpose |
| Read UObject properties |
| Write UObject properties |
Assets (3)
Tool | Purpose |
| Search Content Browser |
| Create material with wired BaseColor/Roughness/Metallic nodes |
| Delete asset from Content Browser |
Level (4)
Tool | Purpose |
| Save current level |
| Level name and actor count |
| Load a level by content path |
| Streaming levels, world settings, game mode |
Blueprints (7)
Tool | Purpose |
| Create Blueprint asset |
| Add component to live actor |
| Set property on actor component |
| Set CDO default values |
| Compile and save Blueprint |
| List components on actor |
| Spawn Blueprint instance |
Motion Graphics (3)
Tool | Purpose |
| ClonerEffector instancing |
| Niagara particle system |
| PCG procedural volume |
Perception (1+)
Tool | Purpose |
| Viewport screenshot + metadata |
Architecture
File-Based Bridge
For game flow (questions/answers), a file-based protocol uses ~/.translators/:
bridge_state.usda-- USD VariantSets as state machinestate.json/answer.json-- JSON fallbackcognitive_profile.usda-- Generated profileheartbeat.json-- Liveness (5s interval)
The UUEBridgeSubsystem polls at 10Hz with adaptive backoff.
Project Structure
License
Copyright 2026 Joseph Ibrahim. All rights reserved.