uefn-mcp
This server allows Claude to control the UEFN editor remotely, enabling AI-assisted Fortnite map building. Capabilities include:
Execute arbitrary Python code in the UEFN editor's
unrealmodule for deep customization and access to APIs not covered by dedicated tools.Check editor status to verify connectivity and get basic project info (project file, level name, engine version, actor/selection counts).
List actors in the current level, optionally filtered by class name and with result limiting.
Get selected actors currently highlighted in the editor.
Spawn actors into the level using class paths (native or Blueprint) with control over location, rotation, scale, and label.
Delete actors by their World Outliner label.
Get and set actor transforms (world location, rotation, scale) to move, rotate, or scale actors precisely.
Duplicate actors with optional offset and new label for quick placement.
List content assets from the content browser (props, Blueprints, materials, etc.) with path, class filtering, and recursive search.
Save the current level or all modified levels to persist changes.
Allows interaction with a running Unreal Editor for Fortnite (UEFN) instance, enabling inspection and building of Fortnite maps by spawning, moving, deleting actors, browsing content, saving levels, and executing arbitrary Python scripts.
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., "@uefn-mcpList the actors in the current level"
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.
uefn-ai-toolkit
Build Fortnite maps by describing them to Claude, instead of clicking through the UEFN editor by hand.
It is a Claude Code plugin with three parts: an MCP server that drives a running UEFN editor over Epic's Python remote execution protocol, a set of skills, and a knowledge base of what actually works in Fortnite Creative — which assets are publish-safe, which device settings are scriptable, and which routes are dead ends that look promising.
What you need
UEFN installed, with a project created.
uvon your PATH (the server is Python).
Related MCP server: Unreal-MCP-Ghost
Install
/plugin marketplace add dylannalex/uefn-ai-toolkit
/plugin install uefn-ai-toolkit@dylannalex-uefnThen start a new Claude Code session — MCP servers only connect at session start. Open UEFN with your project loaded and ask:
Set up my UEFN project for remote execution.
Claude finds the project on disk and turns on the two settings UEFN needs — Python Scripting, and remote execution for it — both off by default. If UEFN was already open you will be told to restart it; those settings are only read at startup.
Use it
Describe what you want:
Show me everything currently placed in my level
Spawn a chest at the centre of the map and put an assault rifle in it
Move "SpawnPoint_1" up by 200 units
Take a screenshot of the map from above so you can see it
Check whether anything in my level will fail to publish
You don't need to know Unreal or Python. If Claude doesn't know a device or prop's name, it can search your content browser for it.
Keeping notes between sessions
Claude has no memory of the editor between conversations, and a .uefnproject
is binary — it can't be diffed or reviewed. Ask for a map project and the
plugin scaffolds a plain git repository of markdown alongside your map: the
design, what is currently built, what is still pending, and a build log.
Set up a project folder for my new map
That repository is yours and holds no plugin files, so updating the plugin never touches your notes.
Limits worth knowing
One editor at a time. Discovery connects to whichever UEFN instance it finds first, so keep one open. Several Claude Code sessions can now run against it — each gets its own command port.
Compiling Verse is a manual click. There is no scriptable trigger for
Verse > Build Verse Code; everything downstream of a compile is automated, the compile itself isn't.Item content is only scriptable on Item Spawner V3. Item Granter and Class Designer hold theirs behind a platform wall. This is documented rather than worked around, so nobody spends a session rediscovering it.
Claude finds placed things by their World Outliner name, so clear, unique labels help.
How it works
See skills/uefn-knowledge/SKILL.md for the knowledge base's routing table,
and docs/internals/INDEX.md for the architecture,
the wire protocol, and a tool call traced end to end.
Maintenance
Resources
Unclaimed servers have limited discoverability.
Looking for Admin?
If you are the server author, to access and configure the admin panel.
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