Epic Games released an official plugin that lets Claude Code control Unreal Engine directly...

hundreds of editor tools across 30+ toolsets, installed straight from anthropic’s official plugin marketplace.

here’s how to set it up:

- step 1: in claude code run /plugin install unreal-engine-skills-for-claude-code@claude-plugins-official
- step 2: in unreal, enable the modelcontextprotocol and alltoolsets plugins
- step 3: open the editor console and run ModelContextProtocol.StartServer (default port 8000)
- step 4: run ModelContextProtocol.GenerateClientConfig ClaudeCode to create the connection config
- step 5: in claude code run /mcp and check that unreal-mcp is connected
- step 6: test it: “list all actors in the current level”

for teams: add the plugin to .claude/settings.json and everyone who opens the project gets prompted to install it

commit before every long session. claude edits live assets and can move or delete them in one call

github.com/EpicGames/unre…

Oct 23, 2026 · 2:40 PM UTC

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RepliesRelevant
Replying to @rewind02
@rewind02 Great
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Replying to @AdelDeveloperX
@AdelDeveloperX Thanks mate
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Replying to @rewind02
@rewind02 plugin by Epic Games? sounds interesting
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Replying to @0xchromium
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Replying to @rewind02
@rewind02 you mean the MCP Plugin?
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Replying to @rewind02
@rewind02 Definitely trying this immediately
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Replying to @rewind02
@rewind02 Assets creation is the bottle neck.
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Replying to @rewind02
@rewind02 Goodbye game development companies.
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Replying to @rewind02
@rewind02 with no login on the local MCP server, can a compromised dependency call the same editor tools during a session?
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Replying to @rewind02
@rewind02 does it touch blueprints or just editor stuff like placing actors and lighting? curious if anyone's had it build a full playable level yet
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🔥 We keep expanding our image coverage for the PHP2Shell fix, available FREE. Now also covering PHP 5.5, 5.6 and all of the 7.x series.
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Replying to @rewind02
@rewind02 commit before every session is the real tip
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Replying to @rewind02
@rewind02 Been using it with Codex. Very nice so far.
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Replying to @rewind02
@rewind02 How many tokens does this take? What is the cost?
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Replying to @rewind02
@rewind02 an official plugin from Epic matters more than the tool count. studio IT signs off on an official source much faster than on a community MCP server
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Replying to @rewind02
@rewind02 This is really good
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Replying to @rewind02
@rewind02 Worth adding; Epic marks Unreal MCP as Experimental in 5.8, and on Windows the plugin's startup hook needs Git Bash or WSL (the MCP tools still work without it).

Full beginner walkthrough here: starterloot.com/guides/how-to-…
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Replying to @rewind02
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Replying to @rewind02
@rewind02 half of
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Replying to @rewind02
@rewind02 hundreds of tools across 30+ toolsets... would love to see what /context looks like after installing that 😬
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Replying to @rewind02
@rewind02 rewind dropped to us the best articles about games and AI
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Replying to @rewind02
@rewind02 epic shipping this officially is a big signal, game studios are going all in on agents
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Replying to @rewind02
@rewind02 @bot review this relating to what we do
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Replying to @rewind02
@rewind02 crazy what you can do with ai nowadays
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Replying to @rewind02
@rewind02 @bot 告诉我的工作狗狗
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Replying to @rewind02
@rewind02 apha post rewind!
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Replying to @rewind02
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Replying to @rewind02
@rewind02 git just became part of the editor
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Replying to @rewind02
@rewind02 @claudiv88 roast. task.
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Replying to @rewind02
@rewind02 epic shipping an official one is a big deal. claude code inside unreal is gonna be wild
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Replying to @rewind02
@rewind02 Skills inside the plugin marketplace is the quiet change here. Claude Code keeps turning into a platform.
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Replying to @rewind02
@rewind02 Is it fast? I found unreal slow to build in with AI tools because speed of iteration was quite slow with compiling, etc.
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